Init
This commit is contained in:
8
Assets/ClientSDK.meta
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8
Assets/ClientSDK.meta
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fileFormatVersion: 2
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guid: d1d7531f2b0dd1c44a811f5704eeed90
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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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7
Assets/ClientSDK/ClientSDK.csproj.meta
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7
Assets/ClientSDK/ClientSDK.csproj.meta
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 7009ccbbf5326044c8f2df72a309d093
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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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using System;
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using System.IO;
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using System.Security.Cryptography;
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using System.Text;
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namespace GeoSus.Client
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{
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// Klientská strana šifrování - generuje session key, šifruje RSA, AES-CBC session
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// Používá AES-CBC místo AES-GCM pro kompatibilitu s Unity
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public class ClientEncryption : IDisposable
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{
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private byte[] _sessionKey;
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private byte[] _sessionIv;
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private long _nonceCounter;
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private readonly object _lock = new object();
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// Kontrola, zda je session key nastaven
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public bool HasSessionKey => _sessionKey != null && _sessionIv != null;
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// Generuje nový session key a IV
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public void GenerateSessionKey()
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{
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_sessionKey = new byte[32]; // AES-256
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_sessionIv = new byte[16]; // CBC IV (16 bytes)
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using (var rng = RandomNumberGenerator.Create())
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{
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rng.GetBytes(_sessionKey);
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rng.GetBytes(_sessionIv);
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}
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}
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public byte[] SessionKey => _sessionKey ?? throw new InvalidOperationException("Session key not generated");
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public byte[] SessionIV => _sessionIv ?? throw new InvalidOperationException("Session IV not generated");
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// Zašifruje session key pomocí RSA public key serveru
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public (string EncryptedKey, string EncryptedIV) EncryptSessionKeyForServer(string rsaPublicKeyPem)
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{
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if (_sessionKey == null || _sessionIv == null)
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throw new InvalidOperationException("Session key not generated");
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using (var rsa = RSA.Create())
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{
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// Parse PEM - extrahuj Base64 obsah
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var pemLines = rsaPublicKeyPem.Split('\n');
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var base64 = new StringBuilder();
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foreach (var line in pemLines)
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{
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var trimmed = line.Trim();
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if (!trimmed.StartsWith("-----") && !string.IsNullOrEmpty(trimmed))
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{
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base64.Append(trimmed);
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}
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}
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var keyBytes = Convert.FromBase64String(base64.ToString());
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// Unity kompatibilní import - parsujeme SubjectPublicKeyInfo ručně
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ImportSubjectPublicKeyInfoManual(rsa, keyBytes);
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// Používáme OaepSHA1 pro Unity kompatibilitu (OaepSHA256 není podporován)
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var encryptedKey = rsa.Encrypt(_sessionKey, RSAEncryptionPadding.OaepSHA1);
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var encryptedIv = rsa.Encrypt(_sessionIv, RSAEncryptionPadding.OaepSHA1);
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return (Convert.ToBase64String(encryptedKey), Convert.ToBase64String(encryptedIv));
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}
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}
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// Ručně parsuje SubjectPublicKeyInfo (DER) a importuje RSA klíč - Unity kompatibilní
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private static void ImportSubjectPublicKeyInfoManual(RSA rsa, byte[] subjectPublicKeyInfo)
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{
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// SubjectPublicKeyInfo ::= SEQUENCE {
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// algorithm AlgorithmIdentifier,
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// subjectPublicKey BIT STRING }
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// RSAPublicKey ::= SEQUENCE { modulus INTEGER, publicExponent INTEGER }
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int index = 0;
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// Outer SEQUENCE
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if (subjectPublicKeyInfo[index++] != 0x30)
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throw new InvalidOperationException("Invalid SubjectPublicKeyInfo");
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ReadLength(subjectPublicKeyInfo, ref index);
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// AlgorithmIdentifier SEQUENCE - skip it
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if (subjectPublicKeyInfo[index++] != 0x30)
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throw new InvalidOperationException("Invalid AlgorithmIdentifier");
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int algLen = ReadLength(subjectPublicKeyInfo, ref index);
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index += algLen;
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// BIT STRING containing RSAPublicKey
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if (subjectPublicKeyInfo[index++] != 0x03)
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throw new InvalidOperationException("Invalid BIT STRING");
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ReadLength(subjectPublicKeyInfo, ref index);
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index++; // Skip unused bits byte (should be 0)
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// RSAPublicKey SEQUENCE
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if (subjectPublicKeyInfo[index++] != 0x30)
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throw new InvalidOperationException("Invalid RSAPublicKey");
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ReadLength(subjectPublicKeyInfo, ref index);
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// Modulus INTEGER
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byte[] modulus = ReadInteger(subjectPublicKeyInfo, ref index);
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// Exponent INTEGER
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byte[] exponent = ReadInteger(subjectPublicKeyInfo, ref index);
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var parameters = new RSAParameters
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{
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Modulus = modulus,
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Exponent = exponent
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};
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rsa.ImportParameters(parameters);
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}
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private static int ReadLength(byte[] data, ref int index)
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{
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int length = data[index++];
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if ((length & 0x80) != 0)
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{
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int numBytes = length & 0x7F;
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length = 0;
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for (int i = 0; i < numBytes; i++)
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{
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length = (length << 8) | data[index++];
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}
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}
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return length;
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}
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private static byte[] ReadInteger(byte[] data, ref int index)
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{
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if (data[index++] != 0x02)
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throw new InvalidOperationException("Expected INTEGER");
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int length = ReadLength(data, ref index);
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// Skip leading zero if present (used for positive sign in DER)
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int originalLength = length;
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int start = index;
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if (length > 1 && data[start] == 0x00)
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{
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start++;
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length--;
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}
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byte[] result = new byte[length];
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Buffer.BlockCopy(data, start, result, 0, length);
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index += originalLength;
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return result;
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}
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// Šifruje zprávu pomocí AES-256-CBC s HMAC
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public byte[] Encrypt(byte[] plaintext)
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{
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if (_sessionKey == null || _sessionIv == null)
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throw new InvalidOperationException("Session key not set");
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lock (_lock)
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{
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// Generuj unikátní IV pro tuto zprávu
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var iv = GetNextIV();
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using (var aes = Aes.Create())
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{
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aes.Key = _sessionKey;
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aes.IV = iv;
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aes.Mode = CipherMode.CBC;
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aes.Padding = PaddingMode.PKCS7;
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byte[] ciphertext;
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using (var encryptor = aes.CreateEncryptor())
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using (var ms = new MemoryStream())
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{
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using (var cs = new CryptoStream(ms, encryptor, CryptoStreamMode.Write))
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{
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cs.Write(plaintext, 0, plaintext.Length);
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}
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ciphertext = ms.ToArray();
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}
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// Compute HMAC pro integritu
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byte[] hmac;
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using (var hmacSha = new HMACSHA256(_sessionKey))
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{
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var toSign = new byte[iv.Length + ciphertext.Length];
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Buffer.BlockCopy(iv, 0, toSign, 0, iv.Length);
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Buffer.BlockCopy(ciphertext, 0, toSign, iv.Length, ciphertext.Length);
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hmac = hmacSha.ComputeHash(toSign);
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}
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// Výstup: [16 bytes IV][32 bytes HMAC][ciphertext]
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var result = new byte[16 + 32 + ciphertext.Length];
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Buffer.BlockCopy(iv, 0, result, 0, 16);
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Buffer.BlockCopy(hmac, 0, result, 16, 32);
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Buffer.BlockCopy(ciphertext, 0, result, 48, ciphertext.Length);
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return result;
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}
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}
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}
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// Dešifruje zprávu pomocí AES-256-CBC s HMAC ověřením
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public byte[] Decrypt(byte[] encrypted)
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{
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if (_sessionKey == null)
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throw new InvalidOperationException("Session key not set");
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if (encrypted.Length < 48) return null;
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try
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{
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var iv = new byte[16];
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var hmac = new byte[32];
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var ciphertext = new byte[encrypted.Length - 48];
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Buffer.BlockCopy(encrypted, 0, iv, 0, 16);
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Buffer.BlockCopy(encrypted, 16, hmac, 0, 32);
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Buffer.BlockCopy(encrypted, 48, ciphertext, 0, ciphertext.Length);
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// Ověř HMAC
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byte[] expectedHmac;
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using (var hmacSha = new HMACSHA256(_sessionKey))
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{
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var toVerify = new byte[iv.Length + ciphertext.Length];
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Buffer.BlockCopy(iv, 0, toVerify, 0, iv.Length);
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Buffer.BlockCopy(ciphertext, 0, toVerify, iv.Length, ciphertext.Length);
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expectedHmac = hmacSha.ComputeHash(toVerify);
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}
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// Constant-time compare
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var diff = 0;
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for (int i = 0; i < 32; i++)
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{
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diff |= hmac[i] ^ expectedHmac[i];
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}
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if (diff != 0) return null; // HMAC mismatch
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using (var aes = Aes.Create())
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{
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aes.Key = _sessionKey;
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aes.IV = iv;
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aes.Mode = CipherMode.CBC;
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aes.Padding = PaddingMode.PKCS7;
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using (var decryptor = aes.CreateDecryptor())
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using (var ms = new MemoryStream(ciphertext))
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using (var cs = new CryptoStream(ms, decryptor, CryptoStreamMode.Read))
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using (var output = new MemoryStream())
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{
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cs.CopyTo(output);
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return output.ToArray();
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}
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}
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}
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catch (CryptographicException)
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{
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return null;
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}
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}
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private byte[] GetNextIV()
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{
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if (_sessionIv == null)
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throw new InvalidOperationException("Session IV not set");
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var iv = new byte[16];
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Buffer.BlockCopy(_sessionIv, 0, iv, 0, 8);
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var counter = System.Threading.Interlocked.Increment(ref _nonceCounter);
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var counterBytes = BitConverter.GetBytes(counter);
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Buffer.BlockCopy(counterBytes, 0, iv, 8, 8);
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return iv;
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}
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public void Dispose()
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{
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if (_sessionKey != null)
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{
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Array.Clear(_sessionKey, 0, _sessionKey.Length);
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_sessionKey = null;
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}
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}
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}
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}
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2
Assets/ClientSDK/Encryption.cs.meta
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2
Assets/ClientSDK/Encryption.cs.meta
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@@ -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
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73
Assets/ClientSDK/EventDispatcher.cs
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@@ -0,0 +1,73 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
|
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|
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namespace GeoSus.Client
|
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{
|
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// Event dispatcher pro Unity main thread
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// Unity může přidat SynchronizationContext, nebo polling z Update()
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public class EventDispatcher
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{
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private readonly Queue<Action> _pendingActions = new Queue<Action>();
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private readonly object _lock = new object();
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private SynchronizationContext? _syncContext;
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public EventDispatcher()
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||||
{
|
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// Pokusíme se zachytit aktuální synchronization context (Unity main thread)
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_syncContext = SynchronizationContext.Current;
|
||||
}
|
||||
|
||||
// Volat z networking vlákna - naplánuje callback na main thread
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||||
public void Post(Action action)
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{
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if (_syncContext != null)
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{
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||||
_syncContext.Post(_ => action(), null);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback - přidáme do fronty pro polling
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||||
lock (_lock)
|
||||
{
|
||||
_pendingActions.Enqueue(action);
|
||||
}
|
||||
}
|
||||
}
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||||
|
||||
// Volat z Unity Update() pokud není SynchronizationContext
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||||
public void ProcessPendingActions()
|
||||
{
|
||||
Action[] actions;
|
||||
lock (_lock)
|
||||
{
|
||||
if (_pendingActions.Count == 0) return;
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||||
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 @@
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||||
fileFormatVersion: 2
|
||||
guid: 1d2251b279edb0147bd274a884ac878b
|
||||
607
Assets/ClientSDK/GameClient.cs
Normal file
607
Assets/ClientSDK/GameClient.cs
Normal file
@@ -0,0 +1,607 @@
|
||||
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
|
||||
1054
Assets/ClientSDK/Protocol.cs
Normal file
1054
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/bin/Debug.meta
Normal file
8
Assets/ClientSDK/bin/Debug.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d9de4c3bce3edb458cde89bd004889b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/ClientSDK/bin/Debug/netstandard2.1.meta
Normal file
8
Assets/ClientSDK/bin/Debug/netstandard2.1.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7a6dde302cf01245974d243ceeba40f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,42 @@
|
||||
{
|
||||
"runtimeTarget": {
|
||||
"name": ".NETStandard,Version=v2.1/",
|
||||
"signature": ""
|
||||
},
|
||||
"compilationOptions": {},
|
||||
"targets": {
|
||||
".NETStandard,Version=v2.1": {},
|
||||
".NETStandard,Version=v2.1/": {
|
||||
"ClientSDK/1.0.0": {
|
||||
"dependencies": {
|
||||
"Newtonsoft.Json": "13.0.3"
|
||||
},
|
||||
"runtime": {
|
||||
"ClientSDK.dll": {}
|
||||
}
|
||||
},
|
||||
"Newtonsoft.Json/13.0.3": {
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"runtime": {
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"lib/netstandard2.0/Newtonsoft.Json.dll": {
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"assemblyVersion": "13.0.0.0",
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"fileVersion": "13.0.3.27908"
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}
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}
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}
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}
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},
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"libraries": {
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"ClientSDK/1.0.0": {
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"type": "project",
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"serviceable": false,
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"sha512": ""
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},
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"Newtonsoft.Json/13.0.3": {
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"type": "package",
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"serviceable": true,
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"sha512": "sha512-HrC5BXdl00IP9zeV+0Z848QWPAoCr9P3bDEZguI+gkLcBKAOxix/tLEAAHC+UvDNPv4a2d18lOReHMOagPa+zQ==",
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"path": "newtonsoft.json/13.0.3",
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"hashPath": "newtonsoft.json.13.0.3.nupkg.sha512"
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}
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}
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/ClientSDK/bin/Debug/netstandard2.1/ClientSDK.dll
Normal file
BIN
Assets/ClientSDK/bin/Debug/netstandard2.1/ClientSDK.dll
Normal file
Binary file not shown.
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 47eeb682cfff82d42906fbccdbd561d8
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8
Assets/ClientSDK/obj.meta
Normal file
8
Assets/ClientSDK/obj.meta
Normal file
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fileFormatVersion: 2
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guid: 131d9de257c8edc49991d792c6e702f6
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80
Assets/ClientSDK/obj/ClientSDK.csproj.nuget.dgspec.json
Normal file
80
Assets/ClientSDK/obj/ClientSDK.csproj.nuget.dgspec.json
Normal file
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{
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"format": 1,
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"restore": {
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"C:\\Users\\racek\\Documents\\GeoSus\\ClientSDK\\ClientSDK.csproj": {}
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},
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"projects": {
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"C:\\Users\\racek\\Documents\\GeoSus\\ClientSDK\\ClientSDK.csproj": {
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"version": "1.0.0",
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"restore": {
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"projectUniqueName": "C:\\Users\\racek\\Documents\\GeoSus\\ClientSDK\\ClientSDK.csproj",
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"projectName": "ClientSDK",
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"projectPath": "C:\\Users\\racek\\Documents\\GeoSus\\ClientSDK\\ClientSDK.csproj",
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"packagesPath": "C:\\Users\\racek\\.nuget\\packages\\",
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"outputPath": "C:\\Users\\racek\\Documents\\GeoSus\\ClientSDK\\obj\\",
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"projectStyle": "PackageReference",
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"fallbackFolders": [
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"C:\\Program Files (x86)\\Microsoft Visual Studio\\Shared\\NuGetPackages"
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],
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"configFilePaths": [
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"C:\\Users\\racek\\AppData\\Roaming\\NuGet\\NuGet.Config",
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"C:\\Program Files (x86)\\NuGet\\Config\\Microsoft.VisualStudio.FallbackLocation.config",
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"C:\\Program Files (x86)\\NuGet\\Config\\Microsoft.VisualStudio.Offline.config"
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],
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"originalTargetFrameworks": [
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"netstandard2.1"
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],
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"sources": {
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"C:\\Program Files (x86)\\Microsoft SDKs\\NuGetPackages\\": {},
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"C:\\Program Files\\dotnet\\library-packs": {},
|
||||
"https://api.nuget.org/v3/index.json": {}
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},
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"frameworks": {
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"netstandard2.1": {
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"targetAlias": "netstandard2.1",
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"projectReferences": {}
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}
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},
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"warningProperties": {
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"warnAsError": [
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"NU1605"
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]
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},
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"restoreAuditProperties": {
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"enableAudit": "true",
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"auditLevel": "low",
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"auditMode": "direct"
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},
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"SdkAnalysisLevel": "10.0.100"
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},
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"frameworks": {
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"netstandard2.1": {
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||||
"targetAlias": "netstandard2.1",
|
||||
"dependencies": {
|
||||
"Newtonsoft.Json": {
|
||||
"target": "Package",
|
||||
"version": "[13.0.3, )"
|
||||
}
|
||||
},
|
||||
"imports": [
|
||||
"net461",
|
||||
"net462",
|
||||
"net47",
|
||||
"net471",
|
||||
"net472",
|
||||
"net48",
|
||||
"net481"
|
||||
],
|
||||
"assetTargetFallback": true,
|
||||
"warn": true,
|
||||
"frameworkReferences": {
|
||||
"NETStandard.Library": {
|
||||
"privateAssets": "all"
|
||||
}
|
||||
},
|
||||
"runtimeIdentifierGraphPath": "C:\\Program Files\\dotnet\\sdk\\10.0.102\\RuntimeIdentifierGraph.json"
|
||||
}
|
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}
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}
|
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}
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: e24090cfcd76d42498d81c9b779bae93
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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16
Assets/ClientSDK/obj/ClientSDK.csproj.nuget.g.props
Normal file
16
Assets/ClientSDK/obj/ClientSDK.csproj.nuget.g.props
Normal file
@@ -0,0 +1,16 @@
|
||||
<?xml version="1.0" encoding="utf-8" standalone="no"?>
|
||||
<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup Condition=" '$(ExcludeRestorePackageImports)' != 'true' ">
|
||||
<RestoreSuccess Condition=" '$(RestoreSuccess)' == '' ">True</RestoreSuccess>
|
||||
<RestoreTool Condition=" '$(RestoreTool)' == '' ">NuGet</RestoreTool>
|
||||
<ProjectAssetsFile Condition=" '$(ProjectAssetsFile)' == '' ">$(MSBuildThisFileDirectory)project.assets.json</ProjectAssetsFile>
|
||||
<NuGetPackageRoot Condition=" '$(NuGetPackageRoot)' == '' ">$(UserProfile)\.nuget\packages\</NuGetPackageRoot>
|
||||
<NuGetPackageFolders Condition=" '$(NuGetPackageFolders)' == '' ">C:\Users\racek\.nuget\packages\;C:\Program Files (x86)\Microsoft Visual Studio\Shared\NuGetPackages</NuGetPackageFolders>
|
||||
<NuGetProjectStyle Condition=" '$(NuGetProjectStyle)' == '' ">PackageReference</NuGetProjectStyle>
|
||||
<NuGetToolVersion Condition=" '$(NuGetToolVersion)' == '' ">7.0.0</NuGetToolVersion>
|
||||
</PropertyGroup>
|
||||
<ItemGroup Condition=" '$(ExcludeRestorePackageImports)' != 'true' ">
|
||||
<SourceRoot Include="C:\Users\racek\.nuget\packages\" />
|
||||
<SourceRoot Include="C:\Program Files (x86)\Microsoft Visual Studio\Shared\NuGetPackages\" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
7
Assets/ClientSDK/obj/ClientSDK.csproj.nuget.g.props.meta
Normal file
7
Assets/ClientSDK/obj/ClientSDK.csproj.nuget.g.props.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6967c057762dbec4a80dc0381b9a50fd
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
2
Assets/ClientSDK/obj/ClientSDK.csproj.nuget.g.targets
Normal file
2
Assets/ClientSDK/obj/ClientSDK.csproj.nuget.g.targets
Normal file
@@ -0,0 +1,2 @@
|
||||
<?xml version="1.0" encoding="utf-8" standalone="no"?>
|
||||
<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" />
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: fe3bd5ad8f9636d41bde2abb0ebb7530
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DefaultImporter:
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/ClientSDK/obj/Debug.meta
Normal file
8
Assets/ClientSDK/obj/Debug.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fb4cee9375d0f244e8995615ecaab70c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
||||
8
Assets/ClientSDK/obj/Debug/netstandard2.1.meta
Normal file
8
Assets/ClientSDK/obj/Debug/netstandard2.1.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 664b1b069bb17b84a9566b7c76536173
|
||||
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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@@ -0,0 +1,4 @@
|
||||
// <autogenerated />
|
||||
using System;
|
||||
using System.Reflection;
|
||||
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
|
||||
@@ -0,0 +1,22 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
|
||||
[assembly: System.Reflection.AssemblyCompanyAttribute("ClientSDK")]
|
||||
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
|
||||
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
|
||||
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+6fe5fff60c8e5c83560302ffb9d5f5db433cb667")]
|
||||
[assembly: System.Reflection.AssemblyProductAttribute("ClientSDK")]
|
||||
[assembly: System.Reflection.AssemblyTitleAttribute("ClientSDK")]
|
||||
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
|
||||
|
||||
// Generated by the MSBuild WriteCodeFragment class.
|
||||
|
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 317c8ca649884794eace1306da9518f4
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@@ -0,0 +1 @@
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@@ -0,0 +1,7 @@
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guid: 793d203358b179c4d8174f2084b26bf7
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,8 @@
|
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is_global = true
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build_property.RootNamespace = GeoSus.Client
|
||||
build_property.ProjectDir = C:\Users\racek\Documents\GeoSus\ClientSDK\
|
||||
build_property.EnableComHosting =
|
||||
build_property.EnableGeneratedComInterfaceComImportInterop =
|
||||
build_property.CsWinRTUseWindowsUIXamlProjections = false
|
||||
build_property.EffectiveAnalysisLevelStyle =
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build_property.EnableCodeStyleSeverity =
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/ClientSDK/obj/Debug/netstandard2.1/ClientSDK.assets.cache
Normal file
BIN
Assets/ClientSDK/obj/Debug/netstandard2.1/ClientSDK.assets.cache
Normal file
Binary file not shown.
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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||||
guid: 4e8560c40c30c0a4797e7be274a73c54
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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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Binary file not shown.
@@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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guid: 5172f98fca4ee924590563b51439fada
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1 @@
|
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d380e7a79749800c241c828bf7749c96ff851a709d793dc2a85f50651e2cc678
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@@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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externalObjects: {}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,10 @@
|
||||
C:\Users\racek\Documents\GeoSus\ClientSDK\obj\Debug\netstandard2.1\ClientSDK.GeneratedMSBuildEditorConfig.editorconfig
|
||||
C:\Users\racek\Documents\GeoSus\ClientSDK\obj\Debug\netstandard2.1\ClientSDK.AssemblyInfoInputs.cache
|
||||
C:\Users\racek\Documents\GeoSus\ClientSDK\obj\Debug\netstandard2.1\ClientSDK.AssemblyInfo.cs
|
||||
C:\Users\racek\Documents\GeoSus\ClientSDK\obj\Debug\netstandard2.1\ClientSDK.csproj.CoreCompileInputs.cache
|
||||
C:\Users\racek\Documents\GeoSus\ClientSDK\obj\Debug\netstandard2.1\ClientSDK.csproj.AssemblyReference.cache
|
||||
C:\Users\racek\Documents\GeoSus\ClientSDK\bin\Debug\netstandard2.1\ClientSDK.deps.json
|
||||
C:\Users\racek\Documents\GeoSus\ClientSDK\bin\Debug\netstandard2.1\ClientSDK.dll
|
||||
C:\Users\racek\Documents\GeoSus\ClientSDK\bin\Debug\netstandard2.1\ClientSDK.pdb
|
||||
C:\Users\racek\Documents\GeoSus\ClientSDK\obj\Debug\netstandard2.1\ClientSDK.dll
|
||||
C:\Users\racek\Documents\GeoSus\ClientSDK\obj\Debug\netstandard2.1\ClientSDK.pdb
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: 61ddb0a15ce734542b4cabbb8941d1e8
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TextScriptImporter:
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/ClientSDK/obj/Debug/netstandard2.1/ClientSDK.dll
Normal file
BIN
Assets/ClientSDK/obj/Debug/netstandard2.1/ClientSDK.dll
Normal file
Binary file not shown.
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
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||||
guid: 8e41cfc0681c5ee488261b7967cb388a
|
||||
133
Assets/ClientSDK/obj/project.assets.json
Normal file
133
Assets/ClientSDK/obj/project.assets.json
Normal file
@@ -0,0 +1,133 @@
|
||||
{
|
||||
"version": 3,
|
||||
"targets": {
|
||||
".NETStandard,Version=v2.1": {
|
||||
"Newtonsoft.Json/13.0.3": {
|
||||
"type": "package",
|
||||
"compile": {
|
||||
"lib/netstandard2.0/Newtonsoft.Json.dll": {
|
||||
"related": ".xml"
|
||||
}
|
||||
},
|
||||
"runtime": {
|
||||
"lib/netstandard2.0/Newtonsoft.Json.dll": {
|
||||
"related": ".xml"
|
||||
}
|
||||
}
|
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}
|
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}
|
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},
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"libraries": {
|
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"Newtonsoft.Json/13.0.3": {
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"sha512": "HrC5BXdl00IP9zeV+0Z848QWPAoCr9P3bDEZguI+gkLcBKAOxix/tLEAAHC+UvDNPv4a2d18lOReHMOagPa+zQ==",
|
||||
"type": "package",
|
||||
"path": "newtonsoft.json/13.0.3",
|
||||
"files": [
|
||||
".nupkg.metadata",
|
||||
".signature.p7s",
|
||||
"LICENSE.md",
|
||||
"README.md",
|
||||
"lib/net20/Newtonsoft.Json.dll",
|
||||
"lib/net20/Newtonsoft.Json.xml",
|
||||
"lib/net35/Newtonsoft.Json.dll",
|
||||
"lib/net35/Newtonsoft.Json.xml",
|
||||
"lib/net40/Newtonsoft.Json.dll",
|
||||
"lib/net40/Newtonsoft.Json.xml",
|
||||
"lib/net45/Newtonsoft.Json.dll",
|
||||
"lib/net45/Newtonsoft.Json.xml",
|
||||
"lib/net6.0/Newtonsoft.Json.dll",
|
||||
"lib/net6.0/Newtonsoft.Json.xml",
|
||||
"lib/netstandard1.0/Newtonsoft.Json.dll",
|
||||
"lib/netstandard1.0/Newtonsoft.Json.xml",
|
||||
"lib/netstandard1.3/Newtonsoft.Json.dll",
|
||||
"lib/netstandard1.3/Newtonsoft.Json.xml",
|
||||
"lib/netstandard2.0/Newtonsoft.Json.dll",
|
||||
"lib/netstandard2.0/Newtonsoft.Json.xml",
|
||||
"newtonsoft.json.13.0.3.nupkg.sha512",
|
||||
"newtonsoft.json.nuspec",
|
||||
"packageIcon.png"
|
||||
]
|
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}
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},
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"projectFileDependencyGroups": {
|
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".NETStandard,Version=v2.1": [
|
||||
"Newtonsoft.Json >= 13.0.3"
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]
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},
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"packageFolders": {
|
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"C:\\Users\\racek\\.nuget\\packages\\": {},
|
||||
"C:\\Program Files (x86)\\Microsoft Visual Studio\\Shared\\NuGetPackages": {}
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},
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"project": {
|
||||
"version": "1.0.0",
|
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"restore": {
|
||||
"projectUniqueName": "C:\\Users\\racek\\Documents\\GeoSus\\ClientSDK\\ClientSDK.csproj",
|
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"projectName": "ClientSDK",
|
||||
"projectPath": "C:\\Users\\racek\\Documents\\GeoSus\\ClientSDK\\ClientSDK.csproj",
|
||||
"packagesPath": "C:\\Users\\racek\\.nuget\\packages\\",
|
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"outputPath": "C:\\Users\\racek\\Documents\\GeoSus\\ClientSDK\\obj\\",
|
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"projectStyle": "PackageReference",
|
||||
"fallbackFolders": [
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"C:\\Program Files (x86)\\Microsoft Visual Studio\\Shared\\NuGetPackages"
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],
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"configFilePaths": [
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"C:\\Users\\racek\\AppData\\Roaming\\NuGet\\NuGet.Config",
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"C:\\Program Files (x86)\\NuGet\\Config\\Microsoft.VisualStudio.FallbackLocation.config",
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"C:\\Program Files (x86)\\NuGet\\Config\\Microsoft.VisualStudio.Offline.config"
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],
|
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"originalTargetFrameworks": [
|
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"netstandard2.1"
|
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],
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"sources": {
|
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"C:\\Program Files (x86)\\Microsoft SDKs\\NuGetPackages\\": {},
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||||
"C:\\Program Files\\dotnet\\library-packs": {},
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"https://api.nuget.org/v3/index.json": {}
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},
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"frameworks": {
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"netstandard2.1": {
|
||||
"targetAlias": "netstandard2.1",
|
||||
"projectReferences": {}
|
||||
}
|
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},
|
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"warningProperties": {
|
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"warnAsError": [
|
||||
"NU1605"
|
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]
|
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},
|
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"restoreAuditProperties": {
|
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"enableAudit": "true",
|
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"auditLevel": "low",
|
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"auditMode": "direct"
|
||||
},
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"SdkAnalysisLevel": "10.0.100"
|
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},
|
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m_Target: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226}
|
||||
speed: 2
|
||||
m_Value: {x: -0.08717229, y: 0.89959055, z: -0.21045254, w: -0.3726226}
|
||||
m_Size:
|
||||
m_Target: 10
|
||||
speed: 2
|
||||
m_Value: 10
|
||||
m_Ortho:
|
||||
m_Target: 0
|
||||
speed: 2
|
||||
m_Value: 0
|
||||
m_LastSceneViewRotation: {x: 0, y: 0, z: 0, w: 0}
|
||||
m_LastSceneViewOrtho: 0
|
||||
m_ReplacementShader: {fileID: 0}
|
||||
m_ReplacementString:
|
||||
m_LastLockedObject: {fileID: 0}
|
||||
m_ViewIsLockedToObject: 0
|
||||
--- !u!114 &17
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 52
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 1
|
||||
m_Script: {fileID: 12061, guid: 0000000000000000e000000000000000, type: 0}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_AutoRepaintOnSceneChange: 0
|
||||
m_MinSize: {x: 200, y: 200}
|
||||
m_MaxSize: {x: 4000, y: 4000}
|
||||
m_TitleContent:
|
||||
m_Text: Hierarchy
|
||||
m_Image: {fileID: -590624980919486359, guid: 0000000000000000d000000000000000,
|
||||
type: 0}
|
||||
m_Tooltip:
|
||||
m_DepthBufferBits: 0
|
||||
m_Pos:
|
||||
serializedVersion: 2
|
||||
x: 2
|
||||
y: 19
|
||||
width: 286
|
||||
height: 445
|
||||
m_TreeViewState:
|
||||
scrollPos: {x: 0, y: 0}
|
||||
m_SelectedIDs: 68fbffff
|
||||
m_LastClickedID: -1176
|
||||
m_ExpandedIDs: 7efbffff00000000
|
||||
m_RenameOverlay:
|
||||
m_UserAcceptedRename: 0
|
||||
m_Name:
|
||||
m_OriginalName:
|
||||
m_EditFieldRect:
|
||||
serializedVersion: 2
|
||||
x: 0
|
||||
y: 0
|
||||
width: 0
|
||||
height: 0
|
||||
m_UserData: 0
|
||||
m_IsWaitingForDelay: 0
|
||||
m_IsRenaming: 0
|
||||
m_OriginalEventType: 11
|
||||
m_IsRenamingFilename: 0
|
||||
m_ClientGUIView: {fileID: 0}
|
||||
m_SearchString:
|
||||
m_ExpandedScenes:
|
||||
-
|
||||
m_CurrenRootInstanceID: 0
|
||||
m_Locked: 0
|
||||
m_CurrentSortingName: TransformSorting
|
||||
8
Assets/TutorialInfo/Layout.wlt.meta
Normal file
8
Assets/TutorialInfo/Layout.wlt.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eabc9546105bf4accac1fd62a63e88e6
|
||||
timeCreated: 1487337779
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
9
Assets/TutorialInfo/Scripts.meta
Normal file
9
Assets/TutorialInfo/Scripts.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a9bcd70e6a4b4b05badaa72e827d8e0
|
||||
folderAsset: yes
|
||||
timeCreated: 1475835190
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
9
Assets/TutorialInfo/Scripts/Editor.meta
Normal file
9
Assets/TutorialInfo/Scripts/Editor.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3ad9b87dffba344c89909c6d1b1c17e1
|
||||
folderAsset: yes
|
||||
timeCreated: 1475593892
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
242
Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
Normal file
242
Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs
Normal file
@@ -0,0 +1,242 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
|
||||
[CustomEditor(typeof(Readme))]
|
||||
[InitializeOnLoad]
|
||||
public class ReadmeEditor : Editor
|
||||
{
|
||||
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
|
||||
|
||||
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
|
||||
|
||||
const float k_Space = 16f;
|
||||
|
||||
static ReadmeEditor()
|
||||
{
|
||||
EditorApplication.delayCall += SelectReadmeAutomatically;
|
||||
}
|
||||
|
||||
static void RemoveTutorial()
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("Remove Readme Assets",
|
||||
|
||||
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
|
||||
"Proceed",
|
||||
"Cancel"))
|
||||
{
|
||||
if (Directory.Exists(s_ReadmeSourceDirectory))
|
||||
{
|
||||
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
|
||||
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
|
||||
}
|
||||
|
||||
var readmeAsset = SelectReadme();
|
||||
if (readmeAsset != null)
|
||||
{
|
||||
var path = AssetDatabase.GetAssetPath(readmeAsset);
|
||||
FileUtil.DeleteFileOrDirectory(path + ".meta");
|
||||
FileUtil.DeleteFileOrDirectory(path);
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
static void SelectReadmeAutomatically()
|
||||
{
|
||||
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
|
||||
{
|
||||
var readme = SelectReadme();
|
||||
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
|
||||
|
||||
if (readme && !readme.loadedLayout)
|
||||
{
|
||||
LoadLayout();
|
||||
readme.loadedLayout = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void LoadLayout()
|
||||
{
|
||||
var assembly = typeof(EditorApplication).Assembly;
|
||||
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
|
||||
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
|
||||
method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
|
||||
}
|
||||
|
||||
static Readme SelectReadme()
|
||||
{
|
||||
var ids = AssetDatabase.FindAssets("Readme t:Readme");
|
||||
if (ids.Length == 1)
|
||||
{
|
||||
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
|
||||
|
||||
Selection.objects = new UnityEngine.Object[] { readmeObject };
|
||||
|
||||
return (Readme)readmeObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Couldn't find a readme");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnHeaderGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
|
||||
|
||||
GUILayout.BeginHorizontal("In BigTitle");
|
||||
{
|
||||
if (readme.icon != null)
|
||||
{
|
||||
GUILayout.Space(k_Space);
|
||||
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
|
||||
}
|
||||
GUILayout.Space(k_Space);
|
||||
GUILayout.BeginVertical();
|
||||
{
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
GUILayout.Label(readme.title, TitleStyle);
|
||||
GUILayout.FlexibleSpace();
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.FlexibleSpace();
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
var readme = (Readme)target;
|
||||
Init();
|
||||
|
||||
foreach (var section in readme.sections)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(section.heading))
|
||||
{
|
||||
GUILayout.Label(section.heading, HeadingStyle);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(section.text))
|
||||
{
|
||||
GUILayout.Label(section.text, BodyStyle);
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(section.linkText))
|
||||
{
|
||||
if (LinkLabel(new GUIContent(section.linkText)))
|
||||
{
|
||||
Application.OpenURL(section.url);
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.Space(k_Space);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
|
||||
{
|
||||
RemoveTutorial();
|
||||
}
|
||||
}
|
||||
|
||||
bool m_Initialized;
|
||||
|
||||
GUIStyle LinkStyle
|
||||
{
|
||||
get { return m_LinkStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_LinkStyle;
|
||||
|
||||
GUIStyle TitleStyle
|
||||
{
|
||||
get { return m_TitleStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_TitleStyle;
|
||||
|
||||
GUIStyle HeadingStyle
|
||||
{
|
||||
get { return m_HeadingStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_HeadingStyle;
|
||||
|
||||
GUIStyle BodyStyle
|
||||
{
|
||||
get { return m_BodyStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_BodyStyle;
|
||||
|
||||
GUIStyle ButtonStyle
|
||||
{
|
||||
get { return m_ButtonStyle; }
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
GUIStyle m_ButtonStyle;
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return;
|
||||
m_BodyStyle = new GUIStyle(EditorStyles.label);
|
||||
m_BodyStyle.wordWrap = true;
|
||||
m_BodyStyle.fontSize = 14;
|
||||
m_BodyStyle.richText = true;
|
||||
|
||||
m_TitleStyle = new GUIStyle(m_BodyStyle);
|
||||
m_TitleStyle.fontSize = 26;
|
||||
|
||||
m_HeadingStyle = new GUIStyle(m_BodyStyle);
|
||||
m_HeadingStyle.fontStyle = FontStyle.Bold;
|
||||
m_HeadingStyle.fontSize = 18;
|
||||
|
||||
m_LinkStyle = new GUIStyle(m_BodyStyle);
|
||||
m_LinkStyle.wordWrap = false;
|
||||
|
||||
// Match selection color which works nicely for both light and dark skins
|
||||
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
|
||||
m_LinkStyle.stretchWidth = false;
|
||||
|
||||
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
|
||||
m_ButtonStyle.fontStyle = FontStyle.Bold;
|
||||
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
|
||||
{
|
||||
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
|
||||
|
||||
Handles.BeginGUI();
|
||||
Handles.color = LinkStyle.normal.textColor;
|
||||
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
|
||||
Handles.color = Color.white;
|
||||
Handles.EndGUI();
|
||||
|
||||
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
|
||||
|
||||
return GUI.Button(position, label, LinkStyle);
|
||||
}
|
||||
}
|
||||
12
Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta
Normal file
12
Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta
Normal file
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 476cc7d7cd9874016adc216baab94a0a
|
||||
timeCreated: 1484146680
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
16
Assets/TutorialInfo/Scripts/Readme.cs
Normal file
16
Assets/TutorialInfo/Scripts/Readme.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Readme : ScriptableObject
|
||||
{
|
||||
public Texture2D icon;
|
||||
public string title;
|
||||
public Section[] sections;
|
||||
public bool loadedLayout;
|
||||
|
||||
[Serializable]
|
||||
public class Section
|
||||
{
|
||||
public string heading, text, linkText, url;
|
||||
}
|
||||
}
|
||||
12
Assets/TutorialInfo/Scripts/Readme.cs.meta
Normal file
12
Assets/TutorialInfo/Scripts/Readme.cs.meta
Normal file
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fcf7219bab7fe46a1ad266029b2fee19
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- icon: {instanceID: 0}
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/UnityTestClient.meta
Normal file
8
Assets/UnityTestClient.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 73fe4270e4fe45e4595beed20ffade02
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
675
Assets/UnityTestClient/UnityTestClient.cs
Normal file
675
Assets/UnityTestClient/UnityTestClient.cs
Normal file
@@ -0,0 +1,675 @@
|
||||
/*
|
||||
╔══════════════════════════════════════════════════════════════════════════════════════════════════════════════╗
|
||||
║ ║
|
||||
║ GEOSUS UNITY TEST CLIENT - KOMPLETNÍ PRŮVODCE ║
|
||||
║ ║
|
||||
║ Tento soubor je součástí testovacího klienta pro hru GeoSus - multiplayer GPS hru inspirovanou ║
|
||||
║ hrou Among Us. Tento klient slouží jako referenční implementace pro studenty, kteří chtějí ║
|
||||
║ postavit vlastní hru na základě GeoSus serveru. ║
|
||||
║ ║
|
||||
╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
|
||||
║ ║
|
||||
║ 📚 OBSAH DOKUMENTACE: ║
|
||||
║ ═══════════════════ ║
|
||||
║ ║
|
||||
║ 1. ARCHITEKTURA APLIKACE ║
|
||||
║ 2. SÍŤOVÁ KOMUNIKACE ║
|
||||
║ 3. HERNÍ LOGIKA ║
|
||||
║ 4. UŽIVATELSKÉ ROZHRANÍ ║
|
||||
║ 5. VYKRESLOVÁNÍ MAPY ║
|
||||
║ 6. STATISTIKY HRÁČŮ ║
|
||||
║ ║
|
||||
╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
|
||||
║ ║
|
||||
║ 📁 STRUKTURA SOUBORŮ: ║
|
||||
║ ═════════════════════ ║
|
||||
║ ║
|
||||
║ UnityTestClient_Main.cs - Hlavní třída, inicializace, herní smyčka ║
|
||||
║ UnityTestClient_Network.cs - Síťová komunikace, zpracování zpráv ║
|
||||
║ UnityTestClient_UI.cs - Veškeré uživatelské rozhraní (IMGUI) ║
|
||||
║ UnityTestClient_Map.cs - Vykreslování mapy pomocí 3D objektů ║
|
||||
║ UnityTestClient_Game.cs - Herní mechaniky (pohyb, tasky, sabotáže) ║
|
||||
║ UnityTestClient_Stats.cs - HTTP API pro statistiky hráčů ║
|
||||
║ ║
|
||||
╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
|
||||
║ ║
|
||||
║ 🎮 1. ARCHITEKTURA APLIKACE ║
|
||||
║ ═══════════════════════════ ║
|
||||
║ ║
|
||||
║ Aplikace používá PARTIAL CLASS pattern - všechny soubory definují stejnou třídu ║
|
||||
║ UnityTestClient, která dědí z MonoBehaviour. Unity je automaticky spojí dohromady. ║
|
||||
║ ║
|
||||
║ Hlavní herní stavy (AppState): ║
|
||||
║ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ ║
|
||||
║ │ MainMenu │───▶│ Lobby │───▶│ Loading │───▶│ InGame │ ║
|
||||
║ └─────────────┘ └─────────────┘ └─────────────┘ └─────────────┘ ║
|
||||
║ │ │ │ ║
|
||||
║ │ │ ▼ ║
|
||||
║ │ │ ┌─────────────┐ ║
|
||||
║ │ │ │ Meeting │ ║
|
||||
║ │ │ └─────────────┘ ║
|
||||
║ │ │ │ ║
|
||||
║ ▼ ▼ ▼ ║
|
||||
║ ┌─────────────────────────────────────────────────────────────────────┐ ║
|
||||
║ │ GameEnded │ ║
|
||||
║ └─────────────────────────────────────────────────────────────────────┘ ║
|
||||
║ ║
|
||||
╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
|
||||
║ ║
|
||||
║ 🌐 2. SÍŤOVÁ KOMUNIKACE ║
|
||||
║ ═══════════════════════ ║
|
||||
║ ║
|
||||
║ Komunikace probíhá přes TCP socket s AES-256 šifrováním. ║
|
||||
║ ║
|
||||
║ Handshake proces: ║
|
||||
║ 1. Klient posílá ClientHello s UUID a jménem ║
|
||||
║ 2. Server odpovídá ServerHello s RSA veřejným klíčem ║
|
||||
║ 3. Klient generuje AES klíč, zašifruje ho RSA a pošle KeyExchange ║
|
||||
║ 4. Server potvrdí KeyExchangeAck - od teď je vše šifrované AES ║
|
||||
║ ║
|
||||
║ Formát zpráv: ║
|
||||
║ ┌────────────┬──────────────────────────────────────────┐ ║
|
||||
║ │ 4 bajty │ N bajtů │ ║
|
||||
║ │ (délka) │ (JSON data, po handshake šifrovaná AES) │ ║
|
||||
║ └────────────┴──────────────────────────────────────────┘ ║
|
||||
║ ║
|
||||
║ Důležité typy zpráv: ║
|
||||
║ • CreateLobby/JoinLobby - vytvoření/připojení do lobby ║
|
||||
║ • StartGame - spuštění hry (pouze owner) ║
|
||||
║ • UpdatePosition - aktualizace pozice hráče ║
|
||||
║ • KillAttempt - pokus o zabití (pouze impostor) ║
|
||||
║ • ReportBody/CallEmergencyMeeting - svolání schůze ║
|
||||
║ • CastVote - hlasování ║
|
||||
║ • CompleteTask - dokončení úkolu (server validuje pozici) ║
|
||||
║ • StartSabotage - spuštění sabotáže (pouze impostor) ║
|
||||
║ • ActivateRepairStation - oprava sabotáže ║
|
||||
║ ║
|
||||
╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
|
||||
║ ║
|
||||
║ 🎯 3. HERNÍ LOGIKA ║
|
||||
║ ═════════════════ ║
|
||||
║ ║
|
||||
║ Role hráčů: ║
|
||||
║ • Crew (posádka) - plní úkoly, hlasuje, reportuje těla ║
|
||||
║ • Impostor - zabíjí, sabotuje, předstírá plnění úkolů ║
|
||||
║ ║
|
||||
║ Herní fáze (GamePhase): ║
|
||||
║ • Lobby - čekání na hráče, nastavení hry ║
|
||||
║ • Loading - načítání mapových dat z Overpass API ║
|
||||
║ • Playing - hlavní herní fáze ║
|
||||
║ • Meeting - diskuze před hlasováním ║
|
||||
║ • Voting - hlasování o vyloučení ║
|
||||
║ • Ended - konec hry ║
|
||||
║ ║
|
||||
║ Typy úkolů: ║
|
||||
║ • Všechny úkoly jsou INSTANT - stačí přijít na místo a stisknout USE ║
|
||||
║ • Server validuje pozici hráče (musí být do 5m od úkolu) ║
|
||||
║ • Duchové (mrtví crew) mohou také plnit úkoly ║
|
||||
║ ║
|
||||
║ Sabotáže (SabotageType): ║
|
||||
║ • CommsBlackout - blokuje reporty a emergency meetings, 1 opravná stanice ║
|
||||
║ • CriticalMeltdown - časový limit, 2 stanice musí opravovat současně ║
|
||||
║ ║
|
||||
╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
|
||||
║ ║
|
||||
║ 🖥️ 4. UŽIVATELSKÉ ROZHRANÍ ║
|
||||
║ ═══════════════════════════ ║
|
||||
║ ║
|
||||
║ UI používá Unity IMGUI (OnGUI) pro jednoduchost a přenositelnost. ║
|
||||
║ Pro produkční hru doporučujeme použít Unity UI (Canvas) nebo UI Toolkit. ║
|
||||
║ ║
|
||||
║ Škálování UI: ║
|
||||
║ • Používáme relativní jednotky (procenta obrazovky) ║
|
||||
║ • GUI.matrix pro globální škálování ║
|
||||
║ • Responzivní layout pomocí GUILayout ║
|
||||
║ ║
|
||||
║ Hlavní obrazovky: ║
|
||||
║ • MainMenu - připojení, vytvoření lobby, statistiky ║
|
||||
║ • Lobby - seznam hráčů, nastavení, chat ║
|
||||
║ • HUD - role, úkoly, minimap, sabotáže ║
|
||||
║ • Meeting - hlasovací panel, timer ║
|
||||
║ • GameEnd - výsledky, statistiky ║
|
||||
║ ║
|
||||
╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
|
||||
║ ║
|
||||
║ 🗺️ 5. VYKRESLOVÁNÍ MAPY ║
|
||||
║ ═══════════════════════ ║
|
||||
║ ║
|
||||
║ Mapa se vykresluje pomocí 3D GameObjects v prostoru Unity: ║
|
||||
║ ║
|
||||
║ Převod GPS → Unity souřadnice: ║
|
||||
║ • Střed mapy (playAreaCenter) = Vector3(0, 0, 0) ║
|
||||
║ • 1 metr reálně = 1 Unity jednotka ║
|
||||
║ • Latitude → Z osa, Longitude → X osa ║
|
||||
║ ║
|
||||
║ Vrstvy mapy (od spodu): ║
|
||||
║ 1. Podklad (zelená plocha) - Y = 0 ║
|
||||
║ 2. Oblasti (parky, voda) - Y = 0.01 ║
|
||||
║ 3. Cesty - Y = 0.02 ║
|
||||
║ 4. Budovy - Y = 0 až výška budovy ║
|
||||
║ 5. POI markery - Y = 0.5 ║
|
||||
║ 6. Hráči - Y = 1 ║
|
||||
║ 7. Markery (úkoly, těla) - Y = 0.3 ║
|
||||
║ ║
|
||||
║ Dynamické objekty: ║
|
||||
║ • Hráči - capsule s barvou podle stavu ║
|
||||
║ • Těla - ležící kapsle ║
|
||||
║ • Úkoly - žluté diamanty ║
|
||||
║ • Opravné stanice - červené/zelené krychle ║
|
||||
║ ║
|
||||
╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
|
||||
║ ║
|
||||
║ 📊 6. STATISTIKY HRÁČŮ ║
|
||||
║ ═══════════════════════ ║
|
||||
║ ║
|
||||
║ Server poskytuje HTTP REST API na portu 8088: ║
|
||||
║ ║
|
||||
║ GET /stats/{playerId} - statistiky konkrétního hráče ║
|
||||
║ GET /leaderboard - žebříček hráčů ║
|
||||
║ GET /health - stav serveru ║
|
||||
║ ║
|
||||
║ Statistiky zahrnují: ║
|
||||
║ • Počet her, výher, proher ║
|
||||
║ • Zabití, smrti, K/D ratio ║
|
||||
║ • Dokončené úkoly ║
|
||||
║ • Win rate jako impostor/crew ║
|
||||
║ • Přesnost hlasování ║
|
||||
║ ║
|
||||
╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
|
||||
║ ║
|
||||
║ 🚀 JAK ZAČÍT: ║
|
||||
║ ═════════════ ║
|
||||
║ ║
|
||||
║ 1. Přidejte VŠECHNY soubory UnityTestClient_*.cs do Unity projektu ║
|
||||
║ 2. Přidejte ClientSDK (Protocol.cs, Encryption.cs, EventDispatcher.cs, GameClient.cs) ║
|
||||
║ 3. Vytvořte prázdný GameObject a přidejte komponentu UnityTestClient ║
|
||||
║ 4. Nastavte v Inspectoru serverHost a serverPort ║
|
||||
║ 5. Spusťte server (dotnet run v Server/) ║
|
||||
║ 6. Spusťte hru v Unity ║
|
||||
║ ║
|
||||
║ Pro vlastní hru: ║
|
||||
║ • Nahraďte IMGUI za Unity UI Canvas ║
|
||||
║ • Přidejte vlastní 3D modely místo primitivních tvarů ║
|
||||
║ • Implementujte GPS pohyb místo WASD (Input.location) ║
|
||||
║ • Přidejte zvuky, particle efekty, animace ║
|
||||
║ ║
|
||||
╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
|
||||
║ ║
|
||||
║ ⚠️ DŮLEŽITÉ POZNÁMKY: ║
|
||||
║ ═════════════════════ ║
|
||||
║ ║
|
||||
║ • GameClient.Update() MUSÍ být volán každý frame pro zpracování síťových událostí ║
|
||||
║ • Pozice hráče se odesílá automaticky každých 100ms ║
|
||||
║ • Server má anti-cheat - příliš rychlý pohyb způsobí varování/kick ║
|
||||
║ • Všechny herní akce (zabití, hlasování) validuje server ║
|
||||
║ • MapData může být null pokud Overpass API není dostupné ║
|
||||
║ ║
|
||||
╚══════════════════════════════════════════════════════════════════════════════════════════════════════════════╝
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GeoSus.Client;
|
||||
|
||||
/// <summary>
|
||||
/// Hlavní třída Unity testovacího klienta pro GeoSus.
|
||||
/// Tato partial třída obsahuje inicializaci, herní smyčku a správu stavů.
|
||||
///
|
||||
/// POUŽITÍ:
|
||||
/// 1. Přidejte tento skript na prázdný GameObject
|
||||
/// 2. Nastavte serverHost a serverPort v Inspectoru
|
||||
/// 3. Spusťte hru
|
||||
/// </summary>
|
||||
public partial class UnityTestClient : MonoBehaviour
|
||||
{
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// KONFIGURACE SERVERU
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
// Tyto hodnoty nastavte v Unity Inspectoru nebo zde přímo v kódu.
|
||||
// ServerHost je IP adresa nebo hostname serveru.
|
||||
// ServerPort je TCP port pro herní komunikaci (výchozí 7777).
|
||||
// HttpPort je port pro REST API statistik (výchozí 8088).
|
||||
#endregion
|
||||
|
||||
[Header("Nastavení serveru")]
|
||||
[Tooltip("IP adresa nebo hostname GeoSus serveru")]
|
||||
public string serverHost = "127.0.0.1";
|
||||
|
||||
[Tooltip("TCP port pro herní komunikaci")]
|
||||
public int serverPort = 7777;
|
||||
|
||||
[Tooltip("HTTP port pro statistiky API (ignorováno pokud useHttps=true)")]
|
||||
public int httpPort = 8088;
|
||||
|
||||
[Tooltip("Použít HTTPS pro Stats API (pro produkční server)")]
|
||||
public bool useHttps = false;
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// HERNÍ STAVY
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
// AppState určuje, která obrazovka se zobrazuje a jaká logika běží.
|
||||
// Toto je KLIENTSKÝ stav, nezaměňovat s GamePhase ze serveru.
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Stav aplikace určující aktuální obrazovku.
|
||||
/// MainMenu -> Lobby -> Loading -> InGame -> GameEnded
|
||||
/// </summary>
|
||||
public enum AppState
|
||||
{
|
||||
/// <summary>Hlavní menu - připojení, vytvoření/vstup do lobby</summary>
|
||||
MainMenu,
|
||||
/// <summary>V lobby - čekání na hráče, nastavení hry</summary>
|
||||
Lobby,
|
||||
/// <summary>Načítání - stahování mapových dat</summary>
|
||||
Loading,
|
||||
/// <summary>Ve hře - hlavní gameplay</summary>
|
||||
InGame,
|
||||
/// <summary>Konec hry - zobrazení výsledků</summary>
|
||||
GameEnded
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// HLAVNÍ PROMĚNNÉ
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Aktuální stav aplikace (která obrazovka je aktivní)
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public AppState currentState = AppState.MainMenu;
|
||||
|
||||
/// <summary>
|
||||
/// Instance herního klienta z ClientSDK.
|
||||
/// Obsahuje veškerou síťovou logiku a herní data.
|
||||
/// </summary>
|
||||
protected GameClient client;
|
||||
|
||||
/// <summary>
|
||||
/// Unikátní ID tohoto klienta (generuje se při startu)
|
||||
/// </summary>
|
||||
protected string clientUuid;
|
||||
|
||||
/// <summary>
|
||||
/// Zobrazované jméno hráče
|
||||
/// </summary>
|
||||
protected string displayName = "Hráč";
|
||||
|
||||
/// <summary>
|
||||
/// Fronta notifikací k zobrazení na obrazovce
|
||||
/// </summary>
|
||||
protected Queue<NotificationData> notifications = new Queue<NotificationData>();
|
||||
|
||||
/// <summary>
|
||||
/// Aktuálně zobrazená notifikace (null = žádná)
|
||||
/// </summary>
|
||||
protected NotificationData currentNotification;
|
||||
|
||||
/// <summary>
|
||||
/// Čas konce zobrazení aktuální notifikace
|
||||
/// </summary>
|
||||
protected float notificationEndTime;
|
||||
|
||||
/// <summary>
|
||||
/// Chybová zpráva k zobrazení (null = žádná chyba)
|
||||
/// </summary>
|
||||
protected string errorMessage;
|
||||
|
||||
/// <summary>
|
||||
/// Čas zmizení chybové zprávy
|
||||
/// </summary>
|
||||
protected float errorMessageEndTime;
|
||||
|
||||
/// <summary>
|
||||
/// Hlavní herní kamera
|
||||
/// </summary>
|
||||
protected Camera playerCamera;
|
||||
|
||||
/// <summary>
|
||||
/// Výška kamery nad mapou
|
||||
/// </summary>
|
||||
protected float cameraHeight = 100f;
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// DATOVÉ STRUKTURY
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Struktura pro notifikaci na obrazovce
|
||||
/// </summary>
|
||||
protected struct NotificationData
|
||||
{
|
||||
/// <summary>Text notifikace</summary>
|
||||
public string message;
|
||||
/// <summary>Barva pozadí</summary>
|
||||
public Color color;
|
||||
/// <summary>Doba zobrazení v sekundách</summary>
|
||||
public float duration;
|
||||
/// <summary>Ikona (emoji nebo text)</summary>
|
||||
public string icon;
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// UNITY LIFECYCLE
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
// Unity volá tyto metody automaticky:
|
||||
// Awake() - při vytvoření objektu (před Start)
|
||||
// Start() - před prvním Update
|
||||
// Update() - každý frame
|
||||
// OnDestroy() - při zničení objektu
|
||||
// OnGUI() - pro vykreslení IMGUI (může být vícekrát za frame)
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Inicializace při vytvoření objektu.
|
||||
/// Generujeme unikátní UUID pro tohoto klienta.
|
||||
/// </summary>
|
||||
void Awake()
|
||||
{
|
||||
// Generujeme unikátní ID klienta
|
||||
// V produkční hře byste toto ukládali do PlayerPrefs
|
||||
clientUuid = Guid.NewGuid().ToString("N").Substring(0, 8);
|
||||
|
||||
// Načteme uložené jméno hráče (pokud existuje)
|
||||
displayName = PlayerPrefs.GetString("PlayerName", "Hráč" + UnityEngine.Random.Range(1, 999));
|
||||
|
||||
Debug.Log($"[GeoSus] Klient inicializován s UUID: {clientUuid}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inicializace před prvním frame.
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
// Nastavení kamery pro top-down pohled
|
||||
SetupCamera();
|
||||
|
||||
Debug.Log("[GeoSus] Test klient připraven");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Hlavní herní smyčka - volá se každý frame.
|
||||
/// DŮLEŽITÉ: Zde musíme volat client.Update() pro zpracování síťových událostí!
|
||||
/// </summary>
|
||||
void Update()
|
||||
{
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
// KRITICKÉ: Zpracování síťových událostí
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
// GameClient používá EventDispatcher pro thread-safe přenos událostí
|
||||
// ze síťového vlákna do hlavního Unity vlákna.
|
||||
// BEZ TOHOTO VOLÁNÍ nebudete dostávat žádné události ze serveru!
|
||||
if (client != null)
|
||||
{
|
||||
client.Update();
|
||||
}
|
||||
|
||||
// Zpracování vstupu podle aktuálního stavu
|
||||
switch (currentState)
|
||||
{
|
||||
case AppState.InGame:
|
||||
// Herní logika - pohyb, akce
|
||||
HandlePlayerInput();
|
||||
UpdateGameLogic();
|
||||
break;
|
||||
}
|
||||
|
||||
// Aktualizace notifikací
|
||||
UpdateNotifications();
|
||||
|
||||
// Aktualizace herních objektů na mapě
|
||||
if (currentState == AppState.InGame || currentState == AppState.Loading)
|
||||
{
|
||||
UpdateMapObjects();
|
||||
}
|
||||
|
||||
// Automatické obnovování statistik
|
||||
UpdateStatsAutoRefresh();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Úklid při zničení objektu.
|
||||
/// DŮLEŽITÉ: Vždy se odpojte od serveru při ukončení!
|
||||
/// </summary>
|
||||
void OnDestroy()
|
||||
{
|
||||
// Odpojení od serveru
|
||||
if (client != null)
|
||||
{
|
||||
client.Disconnect("Aplikace ukončena");
|
||||
client.Dispose();
|
||||
client = null;
|
||||
}
|
||||
|
||||
// Úklid mapových objektů
|
||||
CleanupMapObjects();
|
||||
|
||||
Debug.Log("[GeoSus] Klient ukončen");
|
||||
}
|
||||
|
||||
/// <summary>Příznak, zda jsou GUI styly inicializované</summary>
|
||||
private bool stylesInitialized = false;
|
||||
|
||||
/// <summary>
|
||||
/// Vykreslení IMGUI - volá se každý frame (může i vícekrát).
|
||||
/// Veškeré UI se vykresluje zde.
|
||||
/// </summary>
|
||||
void OnGUI()
|
||||
{
|
||||
// Inicializace stylů při prvním volání OnGUI
|
||||
if (!stylesInitialized)
|
||||
{
|
||||
InitializeUIStyles();
|
||||
stylesInitialized = true;
|
||||
}
|
||||
|
||||
// Aplikace škálování UI pro různé rozlišení
|
||||
ApplyUIScaling();
|
||||
|
||||
// Vykreslení UI podle aktuálního stavu
|
||||
switch (currentState)
|
||||
{
|
||||
case AppState.MainMenu:
|
||||
DrawMainMenu();
|
||||
break;
|
||||
case AppState.Lobby:
|
||||
DrawLobbyScreen();
|
||||
break;
|
||||
case AppState.Loading:
|
||||
DrawLoadingScreen();
|
||||
break;
|
||||
case AppState.InGame:
|
||||
DrawGameHUD();
|
||||
DrawMeetingPanel(); // Zobrazí se jen pokud je meeting aktivní
|
||||
break;
|
||||
case AppState.GameEnded:
|
||||
DrawGameEndScreen();
|
||||
break;
|
||||
}
|
||||
|
||||
// Overlay prvky (notifikace, chyby) - vždy navrchu
|
||||
DrawNotifications();
|
||||
DrawErrorMessage();
|
||||
|
||||
// Debug panel (pouze v editoru)
|
||||
#if UNITY_EDITOR
|
||||
DrawDebugPanel();
|
||||
#endif
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// POMOCNÉ METODY
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Zobrazí notifikaci na obrazovce.
|
||||
/// Notifikace se řadí do fronty a zobrazují postupně.
|
||||
/// </summary>
|
||||
/// <param name="message">Text zprávy</param>
|
||||
/// <param name="color">Barva pozadí</param>
|
||||
/// <param name="icon">Ikona/emoji (volitelné)</param>
|
||||
protected void ShowNotification(string message, Color color, string icon)
|
||||
{
|
||||
ShowNotification(message, color, 3f, icon);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Zobrazí notifikaci na obrazovce.
|
||||
/// Notifikace se řadí do fronty a zobrazují postupně.
|
||||
/// </summary>
|
||||
/// <param name="message">Text zprávy</param>
|
||||
/// <param name="color">Barva pozadí</param>
|
||||
/// <param name="duration">Doba zobrazení v sekundách</param>
|
||||
/// <param name="icon">Ikona/emoji (volitelné)</param>
|
||||
protected void ShowNotification(string message, Color color, float duration = 3f, string icon = "")
|
||||
{
|
||||
notifications.Enqueue(new NotificationData
|
||||
{
|
||||
message = message,
|
||||
color = color,
|
||||
duration = duration,
|
||||
icon = icon
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Aktualizace fronty notifikací
|
||||
/// </summary>
|
||||
private void UpdateNotifications()
|
||||
{
|
||||
// Pokud aktuální notifikace vypršela, zobrazíme další
|
||||
if (currentNotification.message != null && Time.time > notificationEndTime)
|
||||
{
|
||||
currentNotification = default;
|
||||
}
|
||||
|
||||
// Pokud není žádná notifikace a fronta není prázdná, zobrazíme další
|
||||
if (currentNotification.message == null && notifications.Count > 0)
|
||||
{
|
||||
currentNotification = notifications.Dequeue();
|
||||
notificationEndTime = Time.time + currentNotification.duration;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Zobrazí chybovou zprávu
|
||||
/// </summary>
|
||||
/// <param name="message">Text chyby</param>
|
||||
/// <param name="duration">Doba zobrazení</param>
|
||||
protected void ShowError(string message, float duration = 5f)
|
||||
{
|
||||
errorMessage = message;
|
||||
errorMessageEndTime = Time.time + duration;
|
||||
Debug.LogError($"[GeoSus] {message}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Nastavení kamery pro top-down pohled
|
||||
/// </summary>
|
||||
private void SetupCamera()
|
||||
{
|
||||
// Najdeme nebo vytvoříme hlavní kameru
|
||||
playerCamera = Camera.main;
|
||||
if (playerCamera == null)
|
||||
{
|
||||
GameObject camObj = new GameObject("MainCamera");
|
||||
playerCamera = camObj.AddComponent<Camera>();
|
||||
camObj.tag = "MainCamera";
|
||||
}
|
||||
|
||||
// Nastavení pro top-down pohled
|
||||
playerCamera.orthographic = true;
|
||||
playerCamera.orthographicSize = 50f; // Výchozí zoom (50 metrů od středu)
|
||||
playerCamera.transform.position = new Vector3(0, cameraHeight, 0);
|
||||
playerCamera.transform.rotation = Quaternion.Euler(90, 0, 0);
|
||||
playerCamera.backgroundColor = new Color(0.2f, 0.3f, 0.2f); // Tmavě zelená
|
||||
playerCamera.clearFlags = CameraClearFlags.SolidColor;
|
||||
|
||||
// Přidáme naši komponentu pro ovládání kamery
|
||||
if (playerCamera.GetComponent<CameraController>() == null)
|
||||
{
|
||||
playerCamera.gameObject.AddComponent<CameraController>();
|
||||
}
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// DEBUG PANEL
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Debug panel - zobrazuje interní stav klienta
|
||||
/// Pouze v Unity Editoru
|
||||
/// </summary>
|
||||
private void DrawDebugPanel()
|
||||
{
|
||||
GUILayout.BeginArea(new Rect(10, Screen.height - 150, 300, 140));
|
||||
GUI.Box(new Rect(0, 0, 300, 140), "");
|
||||
|
||||
GUILayout.Label($"<color=yellow><b>DEBUG</b></color>", richTextStyle);
|
||||
GUILayout.Label($"State: {currentState}");
|
||||
GUILayout.Label($"Connected: {client?.IsConnected ?? false}");
|
||||
GUILayout.Label($"LobbyId: {client?.LobbyId ?? "null"}");
|
||||
GUILayout.Label($"Phase: {client?.CurrentLobbyState?.Phase.ToString() ?? "null"}");
|
||||
GUILayout.Label($"Role: {client?.MyRole?.ToString() ?? "null"}");
|
||||
GUILayout.Label($"Ping: {client?.Ping ?? 0}ms");
|
||||
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Jednoduchý kontroler kamery pro top-down pohled.
|
||||
/// Umožňuje pohyb pomocí WASD/šipek a zoom pomocí kolečka myši.
|
||||
///
|
||||
/// POZNÁMKA: V produkční hře byste toto pravděpodobně spojili
|
||||
/// s pohybem hráče - kamera sleduje hráče.
|
||||
/// </summary>
|
||||
public class CameraController : MonoBehaviour
|
||||
{
|
||||
[Header("Nastavení kamery")]
|
||||
[Tooltip("Rychlost pohybu kamery")]
|
||||
public float moveSpeed = 50f;
|
||||
|
||||
[Tooltip("Rychlost zoomu")]
|
||||
public float zoomSpeed = 10f;
|
||||
|
||||
[Tooltip("Minimální zoom (orthographic size)")]
|
||||
public float minZoom = 10f;
|
||||
|
||||
[Tooltip("Maximální zoom (orthographic size)")]
|
||||
public float maxZoom = 200f;
|
||||
|
||||
private Camera cam;
|
||||
|
||||
void Start()
|
||||
{
|
||||
cam = GetComponent<Camera>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Pohyb kamery - WASD nebo šipky
|
||||
// POZNÁMKA: V plné hře se kamera obvykle pohybuje s hráčem
|
||||
float h = Input.GetAxis("Horizontal");
|
||||
float v = Input.GetAxis("Vertical");
|
||||
|
||||
Vector3 movement = new Vector3(h, 0, v) * moveSpeed * Time.deltaTime;
|
||||
transform.position += movement;
|
||||
|
||||
// Zoom - kolečko myši
|
||||
float scroll = Input.GetAxis("Mouse ScrollWheel");
|
||||
if (scroll != 0 && cam.orthographic)
|
||||
{
|
||||
cam.orthographicSize = Mathf.Clamp(
|
||||
cam.orthographicSize - scroll * zoomSpeed,
|
||||
minZoom,
|
||||
maxZoom
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/UnityTestClient/UnityTestClient.cs.meta
Normal file
2
Assets/UnityTestClient/UnityTestClient.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 719b1c3bbdc301646b2dbfa653d9a455
|
||||
673
Assets/UnityTestClient/UnityTestClient_Game.cs
Normal file
673
Assets/UnityTestClient/UnityTestClient_Game.cs
Normal file
@@ -0,0 +1,673 @@
|
||||
/*
|
||||
╔══════════════════════════════════════════════════════════════════════════════════════════════════════════════╗
|
||||
║ ║
|
||||
║ HERNÍ MECHANIKY - UnityTestClient_Game.cs ║
|
||||
║ ║
|
||||
║ Tento soubor obsahuje veškeré herní mechaniky: ║
|
||||
║ • Pohyb hráče (WASD + myš) ║
|
||||
║ • Interakce (úkoly, reporty, opravy) ║
|
||||
║ • Kill mechanika (pro impostory) ║
|
||||
║ • Sabotáže a jejich opravy ║
|
||||
║ • Emergency meeting ║
|
||||
║ • Hlasování ║
|
||||
║ ║
|
||||
║ OVLÁDÁNÍ: ║
|
||||
║ • WASD - pohyb hráče ║
|
||||
║ • Myš - otáčení kamery (volitelné) ║
|
||||
║ • E - interakce (úkoly, report, oprava) ║
|
||||
║ • Q - kill (pouze impostor) ║
|
||||
║ • Tab - mapa/statistiky ║
|
||||
║ • Escape - menu ║
|
||||
║ ║
|
||||
║ SYSTÉM ÚKOLŮ: ║
|
||||
║ • Všechny úkoly jsou INSTANT - stačí přijít na místo (do 5m) a stisknout E ║
|
||||
║ • Server validuje pozici hráče - nemůžete dokončit úkol na dálku ║
|
||||
║ • Duchové (mrtví crew) mohou dokončovat úkoly - pomáhají týmu vyhrát ║
|
||||
║ • Impostoři NEMOHOU dokončovat úkoly ║
|
||||
║ ║
|
||||
║ SABOTÁŽE: ║
|
||||
║ • CommsBlackout - blokuje reporty a emergency meetings ║
|
||||
║ - 1 opravná stanice, libovolný hráč opraví sám ║
|
||||
║ • CriticalMeltdown - časový limit na opravu! ║
|
||||
║ - 2 stanice musí být opravovány SOUČASNĚ dvěma hráči ║
|
||||
║ - Pokud čas vyprší, impostoři vyhrávají ║
|
||||
║ ║
|
||||
║ POZNÁMKA: ║
|
||||
║ V reálné mobilní hře by se pozice hráče aktualizovala podle GPS (Input.location). ║
|
||||
║ Tento test klient umožňuje simulovat pohyb pomocí WASD pro testování. ║
|
||||
║ ║
|
||||
╚══════════════════════════════════════════════════════════════════════════════════════════════════════════════╝
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GeoSus.Client;
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════════════════
|
||||
// LOKÁLNÍ TYPY PRO UNITY (kopie z Protocol.cs pro kompatibilitu)
|
||||
// ═══════════════════════════════════════════════════════════════════════════════
|
||||
|
||||
/// <summary>
|
||||
/// Reprezentace úkolu hráče
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class PlayerTask
|
||||
{
|
||||
public string Id;
|
||||
public string Name;
|
||||
public string Description;
|
||||
public TaskType Type;
|
||||
public Position Location;
|
||||
public bool IsCompleted;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Opravná stanice pro sabotáže
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class RepairStation
|
||||
{
|
||||
public string Id;
|
||||
public string Name;
|
||||
public Position Position;
|
||||
public bool IsActive;
|
||||
}
|
||||
|
||||
public partial class UnityTestClient
|
||||
{
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// GAME PROMĚNNÉ
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
// Pohyb
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Rychlost pohybu hráče (Unity jednotky/s)</summary>
|
||||
protected float moveSpeed = 10f;
|
||||
|
||||
/// <summary>Aktuální pozice hráče v Unity souřadnicích</summary>
|
||||
protected Vector3 currentPlayerPosition;
|
||||
|
||||
/// <summary>Interval odesílání pozice na server (sekundy)</summary>
|
||||
protected float positionUpdateInterval = 0.5f;
|
||||
|
||||
/// <summary>Čas posledního odeslání pozice</summary>
|
||||
protected float lastPositionUpdate;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
// Opravy
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Právě opravujeme?</summary>
|
||||
protected bool isRepairing = false;
|
||||
|
||||
/// <summary>ID aktivní opravné stanice</summary>
|
||||
protected string activeRepairStation = null;
|
||||
|
||||
/// <summary>Progress opravy (0-1)</summary>
|
||||
protected float repairProgress = 0f;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
// Sabotáže
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Aktuální sabotáž (null = žádná)</summary>
|
||||
protected SabotageStartedPayload currentSabotage = null;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
// Kill
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Cooldown killu (sekundy)</summary>
|
||||
protected float killCooldown = 25f;
|
||||
|
||||
/// <summary>Čas posledního killu</summary>
|
||||
protected float lastKillTime = -100f;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
// Konec hry
|
||||
// ─────────────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Data o konci hry</summary>
|
||||
protected GameEndedPayload gameEndData = null;
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// POHYB HRÁČE
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Zpracování vstupu hráče.
|
||||
/// Volá se každý frame v Update().
|
||||
///
|
||||
/// POZNÁMKA PRO STUDENTY:
|
||||
/// Input.GetAxis vrací hodnotu -1 až 1 pro plynulý pohyb.
|
||||
/// "Horizontal" = A/D nebo šipky vlevo/vpravo
|
||||
/// "Vertical" = W/S nebo šipky nahoru/dolů
|
||||
/// </summary>
|
||||
protected void HandlePlayerInput()
|
||||
{
|
||||
// Pohyb pouze během hraní
|
||||
if (currentState != AppState.InGame) return;
|
||||
|
||||
// Kontrola, zda jsme naživu - bezpečný přístup
|
||||
if (client?.PlayerPositions != null &&
|
||||
client.PlayerPositions.TryGetValue(clientUuid, out var myInfo))
|
||||
{
|
||||
if (myInfo.State != PlayerState.Alive)
|
||||
{
|
||||
// Duch může létat, ale neposílá pozici
|
||||
HandleGhostMovement();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Kontrola, zda není meeting - ale během arrival fáze se můžeme hýbat
|
||||
var phase = client?.CurrentLobbyState?.Phase;
|
||||
if (phase == GamePhase.Meeting)
|
||||
{
|
||||
// Během arrival fáze (před ArrivalDeadline) se můžeme hýbat
|
||||
if (currentMeeting != null && DateTime.UtcNow < currentMeeting.ArrivalDeadline)
|
||||
{
|
||||
// OK - můžeme se hýbat k meeting pointu
|
||||
}
|
||||
else
|
||||
{
|
||||
return; // Po arrival deadline se nehýbeme
|
||||
}
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
// WASD POHYB
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
|
||||
float horizontal = Input.GetAxis("Horizontal"); // A/D
|
||||
float vertical = Input.GetAxis("Vertical"); // W/S
|
||||
|
||||
if (horizontal != 0 || vertical != 0)
|
||||
{
|
||||
// Směr pohybu
|
||||
Vector3 movement = new Vector3(horizontal, 0, vertical).normalized;
|
||||
|
||||
// Aplikace rychlosti a delta time
|
||||
Vector3 newPosition = currentPlayerPosition + movement * moveSpeed * Time.deltaTime;
|
||||
|
||||
// Kontrola hranic herní oblasti
|
||||
if (IsPositionInPlayArea(newPosition))
|
||||
{
|
||||
currentPlayerPosition = newPosition;
|
||||
UpdateCameraPosition();
|
||||
}
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
// ODESÍLÁNÍ POZICE NA SERVER
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
|
||||
if (Time.time - lastPositionUpdate >= positionUpdateInterval)
|
||||
{
|
||||
SendPositionToServer();
|
||||
lastPositionUpdate = Time.time;
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
// KLÁVESOVÉ ZKRATKY PRO AKCE
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
|
||||
// E - Interakce (USE)
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
PerformPrimaryAction();
|
||||
}
|
||||
|
||||
// Q - Kill (pouze impostor)
|
||||
if (Input.GetKeyDown(KeyCode.Q) && client?.MyRole == PlayerRole.Impostor)
|
||||
{
|
||||
TryKillNearbyPlayer();
|
||||
}
|
||||
|
||||
// R - Emergency meeting
|
||||
if (Input.GetKeyDown(KeyCode.R))
|
||||
{
|
||||
CallEmergencyMeeting();
|
||||
}
|
||||
|
||||
// Escape - Menu
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
// TODO: Toggle pause menu
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pohyb ducha (mrtvý hráč)
|
||||
/// </summary>
|
||||
private void HandleGhostMovement()
|
||||
{
|
||||
float horizontal = Input.GetAxis("Horizontal");
|
||||
float vertical = Input.GetAxis("Vertical");
|
||||
|
||||
if (horizontal != 0 || vertical != 0)
|
||||
{
|
||||
Vector3 movement = new Vector3(horizontal, 0, vertical).normalized;
|
||||
currentPlayerPosition += movement * moveSpeed * 1.5f * Time.deltaTime; // Duch je rychlejší
|
||||
UpdateCameraPosition();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Kontrola, zda je pozice v hrací oblasti
|
||||
/// </summary>
|
||||
private bool IsPositionInPlayArea(Vector3 position)
|
||||
{
|
||||
// Vzdálenost od středu
|
||||
float distance = Vector3.Distance(position, Vector3.zero);
|
||||
return distance <= (float)mapRadius;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Aktualizace pozice kamery podle hráče
|
||||
/// </summary>
|
||||
private void UpdateCameraPosition()
|
||||
{
|
||||
if (playerCamera == null) return;
|
||||
|
||||
// Top-down kamera následuje hráče
|
||||
Vector3 cameraPos = currentPlayerPosition;
|
||||
cameraPos.y = cameraHeight;
|
||||
playerCamera.transform.position = cameraPos;
|
||||
|
||||
// Aktualizace lokálního hráče vizuálu
|
||||
UpdateLocalPlayerVisual();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inicializace pozice hráče při startu hry
|
||||
/// </summary>
|
||||
protected void InitializePlayerPosition()
|
||||
{
|
||||
// Nastavíme hráče na střed mapy
|
||||
currentPlayerPosition = Vector3.zero;
|
||||
UpdateCameraPosition();
|
||||
Debug.Log("[GeoSus] Pozice hráče inicializována na střed mapy");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Odeslání pozice hráče na server
|
||||
/// </summary>
|
||||
private void SendPositionToServer()
|
||||
{
|
||||
if (client == null || !client.IsConnected) return;
|
||||
|
||||
// Převod na GPS
|
||||
Position gpsPosition = UnityToGPS(currentPlayerPosition);
|
||||
|
||||
// Odeslání
|
||||
client.UpdatePosition(gpsPosition);
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// INTERAKCE
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Provede primární akci (USE/REPORT/REPAIR)
|
||||
/// </summary>
|
||||
protected void PerformPrimaryAction()
|
||||
{
|
||||
if (client == null) return;
|
||||
|
||||
// Kontrola stavu hráče - bezpečný přístup
|
||||
if (client.PlayerPositions != null && client.PlayerPositions.TryGetValue(clientUuid, out var myState))
|
||||
{
|
||||
if (myState.State != PlayerState.Alive)
|
||||
{
|
||||
ShowNotification("Jsi mrtvý!", Color.gray, 2f, "💀");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
// PRIORITA 1: Report těla
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
|
||||
var body = client.FindNearbyBody(5.0);
|
||||
if (body != null)
|
||||
{
|
||||
// Použijeme přímo BodyId property
|
||||
ReportBody(body.BodyId);
|
||||
return;
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
// PRIORITA 2: Oprava stanice
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
|
||||
if (currentSabotage != null)
|
||||
{
|
||||
var station = FindNearbyRepairStation(5.0);
|
||||
if (station != null)
|
||||
{
|
||||
if (!isRepairing)
|
||||
{
|
||||
StartRepair(station.StationId);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
// PRIORITA 3: Úkol (pouze crew)
|
||||
// ═══════════════════════════════════════════════════════════════════
|
||||
|
||||
if (client.MyRole == PlayerRole.Crew)
|
||||
{
|
||||
var task = client.FindNearbyTask(5.0);
|
||||
if (task != null)
|
||||
{
|
||||
TryCompleteTask(task);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
ShowNotification("Nic v dosahu!", Color.yellow, "❓");
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// ÚKOLY
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Pokus o dokončení úkolu - pošle CompleteTask na server.
|
||||
/// Server ověří pozici a označí jako dokončený.
|
||||
/// </summary>
|
||||
private void TryCompleteTask(object taskObj)
|
||||
{
|
||||
if (client == null) return;
|
||||
|
||||
// Dynamicky získáme vlastnosti úkolu přes reflexi
|
||||
var taskType = taskObj.GetType();
|
||||
string taskId = taskType.GetField("TaskId")?.GetValue(taskObj) as string ??
|
||||
taskType.GetProperty("TaskId")?.GetValue(taskObj) as string ?? "unknown";
|
||||
string taskName = taskType.GetField("Name")?.GetValue(taskObj) as string ??
|
||||
taskType.GetProperty("Name")?.GetValue(taskObj) as string ?? "Úkol";
|
||||
|
||||
// Pošleme CompleteTask na server
|
||||
client.CompleteTask(taskId);
|
||||
|
||||
ShowNotification($"Provádím: {taskName}...", Color.cyan, "📋");
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// REPORT TĚLA
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Nahlášení těla
|
||||
/// </summary>
|
||||
/// <param name="bodyId">ID těla</param>
|
||||
protected void ReportBody(string bodyId)
|
||||
{
|
||||
if (client == null) return;
|
||||
|
||||
client.ReportBody(bodyId);
|
||||
|
||||
ShowNotification("Tělo nahlášeno!", Color.red, "🚨");
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// KILL
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Pokus o zabití blízkého hráče
|
||||
/// </summary>
|
||||
private void TryKillNearbyPlayer()
|
||||
{
|
||||
if (client?.MyRole != PlayerRole.Impostor) return;
|
||||
|
||||
// Kontrola cooldownu
|
||||
if (Time.time - lastKillTime < killCooldown)
|
||||
{
|
||||
float remaining = killCooldown - (Time.time - lastKillTime);
|
||||
ShowNotification($"Cooldown: {remaining:F0}s", Color.yellow, "⏳");
|
||||
return;
|
||||
}
|
||||
|
||||
// Najdi blízkého hráče
|
||||
string targetId = client.FindNearbyPlayer(5.0, true);
|
||||
|
||||
if (targetId != null)
|
||||
{
|
||||
AttemptKill(targetId);
|
||||
}
|
||||
else
|
||||
{
|
||||
ShowNotification("Nikdo v dosahu!", Color.yellow, "🔪");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pokus o zabití konkrétního hráče
|
||||
/// </summary>
|
||||
/// <param name="targetId">UUID cíle</param>
|
||||
protected void AttemptKill(string targetId)
|
||||
{
|
||||
if (client == null) return;
|
||||
|
||||
client.Kill(targetId);
|
||||
lastKillTime = Time.time;
|
||||
|
||||
string targetName = GetPlayerName(targetId);
|
||||
ShowNotification($"Útočíš na {targetName}!", Color.red, "🔪");
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// SABOTÁŽE
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Spuštění sabotáže
|
||||
/// </summary>
|
||||
/// <param name="type">Typ sabotáže</param>
|
||||
protected void StartSabotage(SabotageType type)
|
||||
{
|
||||
if (client?.MyRole != PlayerRole.Impostor) return;
|
||||
if (currentSabotage != null) return; // Již běží sabotáž
|
||||
|
||||
client.Send(new StartSabotage { SabotageType = type });
|
||||
|
||||
string sabName = type == SabotageType.CommsBlackout ? "Comms Blackout" : "Critical Meltdown";
|
||||
ShowNotification($"Sabotáž: {sabName}!", new Color(1f, 0.5f, 0f), "⚠");
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// OPRAVY
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Oprava stanice - INSTANT
|
||||
/// Server opraví stanici okamžitě při přijetí ActivateRepairStation.
|
||||
/// Budoucí pokročilý klient může simulovat progress bar a poslat request až po uplynutí času.
|
||||
/// </summary>
|
||||
/// <param name="stationId">ID opravné stanice</param>
|
||||
private void StartRepair(string stationId)
|
||||
{
|
||||
if (currentSabotage == null) return;
|
||||
|
||||
// Pošleme serveru - ten opraví INSTANT
|
||||
client.Send(new ActivateRepairStation { StationId = stationId });
|
||||
|
||||
ShowNotification("Stanice opravena!", Color.green, "✅");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Aktualizace průběhu opravy - NEPOUŽÍVÁ SE (oprava je instant)
|
||||
/// Ponecháno pro budoucí implementaci s progress barem.
|
||||
/// </summary>
|
||||
protected void UpdateRepairProgress()
|
||||
{
|
||||
// Oprava je nyní instant - tato metoda není potřeba
|
||||
// Budoucí klient může implementovat lokální progress bar:
|
||||
// if (!isRepairing) return;
|
||||
// repairProgress += Time.deltaTime / 3f; // 3 sekundy
|
||||
// if (repairProgress >= 1f) {
|
||||
// client.Send(new ActivateRepairStation { StationId = activeRepairStation });
|
||||
// isRepairing = false;
|
||||
// }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ukončení opravy (úspěšné) - NEPOUŽÍVÁ SE (oprava je instant)
|
||||
/// </summary>
|
||||
private void StopRepair()
|
||||
{
|
||||
// Oprava je instant - tato metoda není potřeba
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Zrušení opravy - NEPOUŽÍVÁ SE (oprava je instant)
|
||||
/// </summary>
|
||||
private void CancelRepair()
|
||||
{
|
||||
// Oprava je instant - tato metoda není potřeba
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// EMERGENCY MEETING
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Svolání emergency meetingu
|
||||
/// </summary>
|
||||
protected void CallEmergencyMeeting()
|
||||
{
|
||||
if (client == null) return;
|
||||
|
||||
// Kontrola sabotáže - nelze volat během comms blackout
|
||||
if (currentSabotage?.Type == SabotageType.CommsBlackout)
|
||||
{
|
||||
ShowNotification("Komunikace odpojeny!", Color.red, "📡");
|
||||
return;
|
||||
}
|
||||
|
||||
client.CallEmergencyMeeting();
|
||||
|
||||
ShowNotification("Emergency Meeting!", Color.red, "🔔");
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// HLASOVÁNÍ
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Odeslání hlasu
|
||||
/// </summary>
|
||||
/// <param name="targetId">UUID hráče nebo null pro skip</param>
|
||||
protected void CastVote(string targetId)
|
||||
{
|
||||
if (client == null)
|
||||
{
|
||||
Debug.LogError("[GeoSus] CastVote: client je null!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!canVote)
|
||||
{
|
||||
Debug.LogWarning("[GeoSus] CastVote: canVote je false!");
|
||||
return;
|
||||
}
|
||||
|
||||
string voteText = targetId == null ? "SKIP" : GetPlayerName(targetId);
|
||||
Debug.Log($"[GeoSus] Hlasování: {voteText} (targetId: {targetId ?? "null"})");
|
||||
|
||||
client.Vote(targetId);
|
||||
myVote = targetId ?? "skip";
|
||||
canVote = false;
|
||||
|
||||
ShowNotification($"Hlasoval jsi: {voteText}", Color.cyan, 2f, "🗳");
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// POMOCNÉ METODY
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Získání jména hráče podle UUID
|
||||
/// </summary>
|
||||
protected string GetPlayerName(string playerId)
|
||||
{
|
||||
if (client?.CurrentLobbyState?.Players == null) return playerId;
|
||||
|
||||
foreach (var player in client.CurrentLobbyState.Players)
|
||||
{
|
||||
if (player.ClientUuid == playerId)
|
||||
{
|
||||
return player.DisplayName;
|
||||
}
|
||||
}
|
||||
|
||||
return playerId.Substring(0, 8) + "...";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Inicializace herního stavu při startu hry
|
||||
/// </summary>
|
||||
protected void InitializeGameState()
|
||||
{
|
||||
// Reset pozice na střed
|
||||
currentPlayerPosition = Vector3.zero;
|
||||
|
||||
// Reset úkolů
|
||||
totalTasksCompleted = 0;
|
||||
totalTasksRequired = client?.MyTasks?.Count ?? 0;
|
||||
myCompletedTaskIds.Clear();
|
||||
|
||||
// Reset oprav
|
||||
isRepairing = false;
|
||||
activeRepairStation = null;
|
||||
repairProgress = 0f;
|
||||
|
||||
// Reset kill cooldownu
|
||||
lastKillTime = Time.time; // Cooldown na začátku
|
||||
|
||||
// Reset sabotáže
|
||||
currentSabotage = null;
|
||||
|
||||
// Reset meetingu
|
||||
currentMeeting = null;
|
||||
meetingVotes.Clear();
|
||||
myVote = null;
|
||||
canVote = false;
|
||||
|
||||
// Reset konce hry
|
||||
gameEndData = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Game loop - aktualizace herní logiky.
|
||||
/// Volá se v Update().
|
||||
/// </summary>
|
||||
protected void UpdateGameLogic()
|
||||
{
|
||||
if (currentState != AppState.InGame) return;
|
||||
|
||||
// Aktualizace opravy
|
||||
UpdateRepairProgress();
|
||||
|
||||
// Aktualizace mapových objektů
|
||||
UpdateMapObjects();
|
||||
}
|
||||
}
|
||||
2
Assets/UnityTestClient/UnityTestClient_Game.cs.meta
Normal file
2
Assets/UnityTestClient/UnityTestClient_Game.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 829e2eaa53b86d347912031dba7711da
|
||||
1532
Assets/UnityTestClient/UnityTestClient_Map.cs
Normal file
1532
Assets/UnityTestClient/UnityTestClient_Map.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/UnityTestClient/UnityTestClient_Map.cs.meta
Normal file
2
Assets/UnityTestClient/UnityTestClient_Map.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d9f27ae239808c44b27975df7eefd38
|
||||
1196
Assets/UnityTestClient/UnityTestClient_Network.cs
Normal file
1196
Assets/UnityTestClient/UnityTestClient_Network.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/UnityTestClient/UnityTestClient_Network.cs.meta
Normal file
2
Assets/UnityTestClient/UnityTestClient_Network.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cdc71cfbe967d754189f3382fee78c6c
|
||||
589
Assets/UnityTestClient/UnityTestClient_Stats.cs
Normal file
589
Assets/UnityTestClient/UnityTestClient_Stats.cs
Normal file
@@ -0,0 +1,589 @@
|
||||
/*
|
||||
╔══════════════════════════════════════════════════════════════════════════════════════════════════════════════╗
|
||||
║ ║
|
||||
║ STATISTIKY A HTTP API - UnityTestClient_Stats.cs ║
|
||||
║ ║
|
||||
║ Tento soubor obsahuje komunikaci s HTTP Stats API serveru: ║
|
||||
║ • Načítání statistik hráče ║
|
||||
║ • Načítání leaderboardu ║
|
||||
║ • Health check serveru ║
|
||||
║ ║
|
||||
║ API ENDPOINTY (port 8088): ║
|
||||
║ • GET /stats/{playerId} - statistiky konkrétního hráče ║
|
||||
║ • GET /leaderboard?limit=N - top N hráčů podle win rate ║
|
||||
║ • GET /health - stav serveru (aktivní lobby, hráči) ║
|
||||
║ ║
|
||||
║ STATISTIKY ZAHRNUJÍ: ║
|
||||
║ • Počet her, výher, proher ║
|
||||
║ • Win rate celkově, jako impostor, jako crew ║
|
||||
║ • Počet zabití, smrtí, K/D ratio ║
|
||||
║ • Dokončené úkoly ║
|
||||
║ • Přesnost hlasování (správně odhalení impostoři) ║
|
||||
║ ║
|
||||
║ POZNÁMKA PRO STUDENTY: ║
|
||||
║ Unity používá UnityWebRequest pro HTTP komunikaci. ║
|
||||
║ Všechny requesty musí běžet jako coroutiny (StartCoroutine). ║
|
||||
║ JSON parsing: JsonUtility (jednodušší) nebo Newtonsoft.Json (flexibilnější). ║
|
||||
║ ║
|
||||
║ Pro vlastní hru můžete rozšířit statistiky o: ║
|
||||
║ • Achievements/Badges ║
|
||||
║ • Sezónní ranky ║
|
||||
║ • Historii her ║
|
||||
║ ║
|
||||
╚══════════════════════════════════════════════════════════════════════════════════════════════════════════════╝
|
||||
*/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public partial class UnityTestClient
|
||||
{
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// STATS PROMĚNNÉ
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>Port pro Stats HTTP API</summary>
|
||||
protected int statsApiPort = 8088;
|
||||
|
||||
/// <summary>URL pro Stats API (automaticky používá HTTPS pokud je povoleno)</summary>
|
||||
protected string StatsApiUrl => useHttps
|
||||
? $"https://{serverHost}"
|
||||
: $"http://{serverHost}:{statsApiPort}";
|
||||
|
||||
/// <summary>Načtené statistiky hráče</summary>
|
||||
protected PlayerStatistics playerStats = null;
|
||||
|
||||
/// <summary>Načtený leaderboard</summary>
|
||||
protected List<LeaderboardEntry> leaderboard = null;
|
||||
|
||||
/// <summary>Stav zdraví serveru</summary>
|
||||
protected ServerHealthStatus healthStatus = null;
|
||||
|
||||
/// <summary>Probíhá načítání statistik?</summary>
|
||||
protected bool isLoadingStats = false;
|
||||
|
||||
/// <summary>Probíhá načítání leaderboardu?</summary>
|
||||
protected bool isLoadingLeaderboard = false;
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// DATOVÉ STRUKTURY
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Statistiky hráče.
|
||||
/// Mapuje se z JSON response z /stats/{playerId}.
|
||||
/// POZOR: Názvy polí musí přesně odpovídat JSON z serveru!
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class PlayerStatistics
|
||||
{
|
||||
/// <summary>UUID hráče</summary>
|
||||
public string clientUuid;
|
||||
|
||||
/// <summary>Zobrazované jméno</summary>
|
||||
public string displayName;
|
||||
|
||||
/// <summary>Celkový počet odehraných her</summary>
|
||||
public int totalGames;
|
||||
|
||||
/// <summary>Počet her jako crew</summary>
|
||||
public int gamesAsCrew;
|
||||
|
||||
/// <summary>Počet her jako impostor</summary>
|
||||
public int gamesAsImpostor;
|
||||
|
||||
/// <summary>Počet výher jako crew</summary>
|
||||
public int crewWins;
|
||||
|
||||
/// <summary>Počet výher jako impostor</summary>
|
||||
public int impostorWins;
|
||||
|
||||
/// <summary>Win rate jako crew (0-1)</summary>
|
||||
public float crewWinRate;
|
||||
|
||||
/// <summary>Win rate jako impostor (0-1)</summary>
|
||||
public float impostorWinRate;
|
||||
|
||||
/// <summary>Počet zabití (jako impostor)</summary>
|
||||
public int totalKills;
|
||||
|
||||
/// <summary>Počet smrtí</summary>
|
||||
public int totalDeaths;
|
||||
|
||||
/// <summary>Kill/Death ratio</summary>
|
||||
public float killDeathRatio;
|
||||
|
||||
/// <summary>Počet dokončených úkolů</summary>
|
||||
public int tasksCompleted;
|
||||
|
||||
/// <summary>Průměrný počet tasků za hru</summary>
|
||||
public float averageTasksPerGame;
|
||||
|
||||
/// <summary>Počet nahlášených těl</summary>
|
||||
public int bodiesReported;
|
||||
|
||||
/// <summary>Počet svolaných emergency meetingů</summary>
|
||||
public int emergencyMeetingsCalled;
|
||||
|
||||
/// <summary>Kolikrát byl vyhozen hlasováním</summary>
|
||||
public int timesVotedOut;
|
||||
|
||||
/// <summary>Počet úspěšných hlasů (správně identifikovaný impostor)</summary>
|
||||
public int successfulVotes;
|
||||
|
||||
/// <summary>Celkový čas hraní v sekundách</summary>
|
||||
public long totalPlaytimeSeconds;
|
||||
|
||||
/// <summary>Počet cheat incidentů</summary>
|
||||
public int cheatIncidents;
|
||||
|
||||
/// <summary>Kdy byl naposledy viděn</summary>
|
||||
public string lastSeen;
|
||||
|
||||
// Pomocné vlastnosti pro zobrazení v UI
|
||||
public int GamesWon => crewWins + impostorWins;
|
||||
public float WinRate => totalGames > 0 ? (float)GamesWon / totalGames : 0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Položka leaderboardu.
|
||||
/// POZOR: Názvy polí musí přesně odpovídat JSON z serveru!
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class LeaderboardEntry
|
||||
{
|
||||
/// <summary>UUID hráče</summary>
|
||||
public string clientUuid;
|
||||
|
||||
/// <summary>Zobrazované jméno</summary>
|
||||
public string displayName;
|
||||
|
||||
/// <summary>Celkový počet her</summary>
|
||||
public int totalGames;
|
||||
|
||||
/// <summary>Výhry jako crew</summary>
|
||||
public int crewWins;
|
||||
|
||||
/// <summary>Výhry jako impostor</summary>
|
||||
public int impostorWins;
|
||||
|
||||
/// <summary>Počet zabití</summary>
|
||||
public int totalKills;
|
||||
|
||||
/// <summary>Počet dokončených tasků</summary>
|
||||
public int tasksCompleted;
|
||||
|
||||
// Pomocné vlastnosti
|
||||
public int TotalWins => crewWins + impostorWins;
|
||||
public float WinRate => totalGames > 0 ? (float)TotalWins / totalGames : 0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wrapper pro leaderboard response (JSON array).
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class LeaderboardResponse
|
||||
{
|
||||
public List<LeaderboardEntry> entries;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stav serveru.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class ServerHealthStatus
|
||||
{
|
||||
/// <summary>Stav: "healthy" nebo "unhealthy"</summary>
|
||||
public string status;
|
||||
|
||||
/// <summary>Verze serveru</summary>
|
||||
public string version;
|
||||
|
||||
/// <summary>Uptime v sekundách</summary>
|
||||
public long uptimeSeconds;
|
||||
|
||||
/// <summary>Počet aktivních lobby</summary>
|
||||
public int activeLobbies;
|
||||
|
||||
/// <summary>Počet připojených hráčů</summary>
|
||||
public int connectedPlayers;
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// NAČÍTÁNÍ STATISTIK
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Spustí načítání statistik hráče.
|
||||
/// Výsledek bude v playerStats.
|
||||
/// </summary>
|
||||
protected void FetchPlayerStats()
|
||||
{
|
||||
Debug.Log($"[Stats] FetchPlayerStats called. isLoadingStats={isLoadingStats}, clientUuid={clientUuid}");
|
||||
|
||||
if (isLoadingStats)
|
||||
{
|
||||
Debug.Log("[Stats] Already loading, skipping");
|
||||
return;
|
||||
}
|
||||
if (string.IsNullOrEmpty(clientUuid))
|
||||
{
|
||||
Debug.Log("[Stats] clientUuid is empty, skipping");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log($"[Stats] Starting coroutine for player {clientUuid}");
|
||||
StartCoroutine(FetchPlayerStatsCoroutine(clientUuid));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine pro načtení statistik hráče.
|
||||
///
|
||||
/// POZNÁMKA PRO STUDENTY:
|
||||
/// Coroutiny v Unity umožňují asynchronní operace.
|
||||
/// yield return čeká na dokončení operace před pokračováním.
|
||||
/// UnityWebRequest.Get vytváří HTTP GET request.
|
||||
/// </summary>
|
||||
/// <param name="playerId">UUID hráče</param>
|
||||
private IEnumerator FetchPlayerStatsCoroutine(string playerId)
|
||||
{
|
||||
isLoadingStats = true;
|
||||
|
||||
string url = $"{StatsApiUrl}/stats/{playerId}";
|
||||
Debug.Log($"[Stats] Fetching from: {url}");
|
||||
|
||||
using (UnityWebRequest request = UnityWebRequest.Get(url))
|
||||
{
|
||||
// Nastavení timeoutu
|
||||
request.timeout = 10;
|
||||
|
||||
// Odeslání requestu a čekání na odpověď
|
||||
yield return request.SendWebRequest();
|
||||
|
||||
Debug.Log($"[Stats] Request completed. Result: {request.result}, Code: {request.responseCode}");
|
||||
|
||||
// Kontrola chyb
|
||||
if (request.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
// Parsování JSON
|
||||
try
|
||||
{
|
||||
string json = request.downloadHandler.text;
|
||||
playerStats = JsonUtility.FromJson<PlayerStatistics>(json);
|
||||
|
||||
Debug.Log($"[Stats] Loaded stats for {playerStats.displayName}");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[Stats] Failed to parse stats: {e.Message}");
|
||||
playerStats = null;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Chyba při requestu
|
||||
Debug.LogWarning($"[Stats] Failed to fetch stats: {request.error}");
|
||||
|
||||
// Pokud hráč neexistuje (404), vytvoříme prázdné statistiky
|
||||
if (request.responseCode == 404)
|
||||
{
|
||||
playerStats = new PlayerStatistics
|
||||
{
|
||||
clientUuid = playerId,
|
||||
displayName = displayName,
|
||||
totalGames = 0,
|
||||
gamesAsCrew = 0,
|
||||
gamesAsImpostor = 0,
|
||||
crewWins = 0,
|
||||
impostorWins = 0,
|
||||
crewWinRate = 0,
|
||||
impostorWinRate = 0,
|
||||
totalKills = 0,
|
||||
totalDeaths = 0,
|
||||
killDeathRatio = 0,
|
||||
tasksCompleted = 0
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
isLoadingStats = false;
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// LEADERBOARD
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Spustí načítání leaderboardu.
|
||||
/// </summary>
|
||||
/// <param name="limit">Počet hráčů k načtení (max 100)</param>
|
||||
protected void FetchLeaderboard(int limit = 10)
|
||||
{
|
||||
if (isLoadingLeaderboard) return;
|
||||
|
||||
StartCoroutine(FetchLeaderboardCoroutine(limit));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine pro načtení leaderboardu.
|
||||
/// </summary>
|
||||
private IEnumerator FetchLeaderboardCoroutine(int limit)
|
||||
{
|
||||
isLoadingLeaderboard = true;
|
||||
|
||||
string url = $"{StatsApiUrl}/leaderboard?limit={limit}";
|
||||
|
||||
using (UnityWebRequest request = UnityWebRequest.Get(url))
|
||||
{
|
||||
request.timeout = 10;
|
||||
|
||||
yield return request.SendWebRequest();
|
||||
|
||||
if (request.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
try
|
||||
{
|
||||
string json = request.downloadHandler.text;
|
||||
|
||||
// JsonUtility nemá přímou podporu pro arrays, potřebujeme wrapper
|
||||
// nebo použijeme jednoduchý workaround
|
||||
string wrappedJson = "{\"entries\":" + json + "}";
|
||||
LeaderboardResponse response = JsonUtility.FromJson<LeaderboardResponse>(wrappedJson);
|
||||
leaderboard = response.entries;
|
||||
|
||||
Debug.Log($"[Stats] Loaded leaderboard with {leaderboard.Count} entries");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[Stats] Failed to parse leaderboard: {e.Message}");
|
||||
leaderboard = null;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[Stats] Failed to fetch leaderboard: {request.error}");
|
||||
}
|
||||
}
|
||||
|
||||
isLoadingLeaderboard = false;
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// HEALTH CHECK
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Spustí health check serveru.
|
||||
/// </summary>
|
||||
protected void CheckServerHealth()
|
||||
{
|
||||
StartCoroutine(CheckServerHealthCoroutine());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine pro health check.
|
||||
/// </summary>
|
||||
private IEnumerator CheckServerHealthCoroutine()
|
||||
{
|
||||
string url = $"{StatsApiUrl}/health";
|
||||
|
||||
using (UnityWebRequest request = UnityWebRequest.Get(url))
|
||||
{
|
||||
request.timeout = 5;
|
||||
|
||||
yield return request.SendWebRequest();
|
||||
|
||||
if (request.result == UnityWebRequest.Result.Success)
|
||||
{
|
||||
try
|
||||
{
|
||||
string json = request.downloadHandler.text;
|
||||
healthStatus = JsonUtility.FromJson<ServerHealthStatus>(json);
|
||||
|
||||
Debug.Log($"[Stats] Server health: {healthStatus.status}, " +
|
||||
$"uptime: {healthStatus.uptimeSeconds}s, " +
|
||||
$"lobbies: {healthStatus.activeLobbies}, " +
|
||||
$"players: {healthStatus.connectedPlayers}");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"[Stats] Failed to parse health: {e.Message}");
|
||||
healthStatus = null;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[Stats] Health check failed: {request.error}");
|
||||
healthStatus = new ServerHealthStatus
|
||||
{
|
||||
status = "unreachable",
|
||||
version = "unknown"
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// UI PRO LEADERBOARD
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Vykreslení leaderboard panelu.
|
||||
/// Volá se z DrawStatsTab().
|
||||
/// </summary>
|
||||
protected void DrawLeaderboardPanel()
|
||||
{
|
||||
if (leaderboard == null)
|
||||
{
|
||||
GUILayout.Label("Načítám leaderboard...", labelStyle);
|
||||
|
||||
if (GUILayout.Button("Načíst", buttonStyle))
|
||||
{
|
||||
FetchLeaderboard(10);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
GUILayout.Label("TOP HRÁČI", subtitleStyle);
|
||||
GUILayout.Space(5);
|
||||
|
||||
// Hlavička
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("#", GUILayout.Width(30));
|
||||
GUILayout.Label("Jméno", GUILayout.Width(150));
|
||||
GUILayout.Label("Skóre", GUILayout.Width(80));
|
||||
GUILayout.Label("Win%", GUILayout.Width(60));
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// Položky
|
||||
int rank = 1;
|
||||
foreach (var entry in leaderboard)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// Speciální barvy pro top 3
|
||||
if (rank == 1) GUI.color = Color.yellow;
|
||||
else if (rank == 2) GUI.color = new Color(0.8f, 0.8f, 0.8f);
|
||||
else if (rank == 3) GUI.color = new Color(0.8f, 0.5f, 0.2f);
|
||||
else GUI.color = Color.white;
|
||||
|
||||
GUILayout.Label($"{rank}.", GUILayout.Width(30));
|
||||
GUILayout.Label(entry.displayName, GUILayout.Width(150));
|
||||
GUILayout.Label(entry.TotalWins.ToString(), GUILayout.Width(80));
|
||||
GUILayout.Label($"{entry.WinRate * 100:F0}%", GUILayout.Width(60));
|
||||
|
||||
GUI.color = Color.white;
|
||||
GUILayout.EndHorizontal();
|
||||
rank++;
|
||||
}
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
if (GUILayout.Button("Obnovit", buttonStyle))
|
||||
{
|
||||
leaderboard = null;
|
||||
FetchLeaderboard(10);
|
||||
}
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// UI PRO SERVER HEALTH
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Vykreslení panelu stavu serveru.
|
||||
/// </summary>
|
||||
protected void DrawServerHealthPanel()
|
||||
{
|
||||
GUILayout.BeginVertical(boxStyle);
|
||||
|
||||
GUILayout.Label("STAV SERVERU", subtitleStyle);
|
||||
|
||||
if (healthStatus == null)
|
||||
{
|
||||
GUILayout.Label("Neznámý", labelStyle);
|
||||
|
||||
if (GUILayout.Button("Zkontrolovat", buttonStyle))
|
||||
{
|
||||
CheckServerHealth();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Status
|
||||
if (healthStatus.status == "healthy")
|
||||
{
|
||||
GUI.color = Color.green;
|
||||
GUILayout.Label("● Online", labelStyle);
|
||||
}
|
||||
else
|
||||
{
|
||||
GUI.color = Color.red;
|
||||
GUILayout.Label("● Offline", labelStyle);
|
||||
}
|
||||
GUI.color = Color.white;
|
||||
|
||||
// Detaily
|
||||
GUILayout.Label($"Verze: {healthStatus.version}", labelStyle);
|
||||
|
||||
// Uptime
|
||||
TimeSpan uptime = TimeSpan.FromSeconds(healthStatus.uptimeSeconds);
|
||||
GUILayout.Label($"Uptime: {uptime.Days}d {uptime.Hours}h {uptime.Minutes}m", labelStyle);
|
||||
|
||||
// Aktivita
|
||||
GUILayout.Label($"Lobby: {healthStatus.activeLobbies}", labelStyle);
|
||||
GUILayout.Label($"Hráči: {healthStatus.connectedPlayers}", labelStyle);
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
if (GUILayout.Button("Obnovit", buttonStyle))
|
||||
{
|
||||
healthStatus = null;
|
||||
CheckServerHealth();
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
|
||||
#region ═══════════════════════════════════════════════════════════════════
|
||||
// AUTOMATICKÉ NAČÍTÁNÍ
|
||||
// ════════════════════════════════════════════════════════════════════════
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Interval automatického obnovení statistik (sekundy)
|
||||
/// </summary>
|
||||
protected float statsRefreshInterval = 60f;
|
||||
|
||||
/// <summary>Čas posledního obnovení</summary>
|
||||
protected float lastStatsRefresh = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// Automatické načítání statistik.
|
||||
/// Volá se v Update().
|
||||
/// </summary>
|
||||
protected void UpdateStatsAutoRefresh()
|
||||
{
|
||||
if (currentState != AppState.MainMenu) return;
|
||||
if (string.IsNullOrEmpty(clientUuid)) return;
|
||||
|
||||
if (Time.time - lastStatsRefresh >= statsRefreshInterval)
|
||||
{
|
||||
FetchPlayerStats();
|
||||
CheckServerHealth();
|
||||
lastStatsRefresh = Time.time;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/UnityTestClient/UnityTestClient_Stats.cs.meta
Normal file
2
Assets/UnityTestClient/UnityTestClient_Stats.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b7bb01435f46b842b79fe4836d1b44e
|
||||
1642
Assets/UnityTestClient/UnityTestClient_UI.cs
Normal file
1642
Assets/UnityTestClient/UnityTestClient_UI.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/UnityTestClient/UnityTestClient_UI.cs.meta
Normal file
2
Assets/UnityTestClient/UnityTestClient_UI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ebca6f90ee582ea448b7a028626d8636
|
||||
Reference in New Issue
Block a user