Chat Refactor + Spawn Points Y Axis Fix
This commit is contained in:
165
Assets/Scripts/Chat/ChatAuthenticator.cs
Normal file
165
Assets/Scripts/Chat/ChatAuthenticator.cs
Normal file
@@ -0,0 +1,165 @@
|
||||
using Mirror;
|
||||
using Mirror.Examples.Chat;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ChatAuthenticator : NetworkAuthenticator
|
||||
{
|
||||
readonly HashSet<NetworkConnectionToClient> connectionsPendingDisconnect = new HashSet<NetworkConnectionToClient>();
|
||||
internal static readonly HashSet<string> playerNames = new HashSet<string>();
|
||||
|
||||
[Header("Client Username")]
|
||||
public string playerName;
|
||||
|
||||
#region Messages;
|
||||
|
||||
public struct AuthRequestMessage : NetworkMessage
|
||||
{
|
||||
public string authUsername;
|
||||
}
|
||||
|
||||
public struct AuthResponseMessage : NetworkMessage
|
||||
{
|
||||
public byte code;
|
||||
public string message;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Server
|
||||
|
||||
[UnityEngine.RuntimeInitializeOnLoadMethod]
|
||||
static void ResetStatics()
|
||||
{
|
||||
playerNames.Clear();
|
||||
}
|
||||
|
||||
public override void OnStartServer()
|
||||
{
|
||||
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
|
||||
}
|
||||
|
||||
public override void OnStopServer()
|
||||
{
|
||||
NetworkServer.UnregisterHandler<AuthRequestMessage>();
|
||||
}
|
||||
|
||||
public override void OnServerAuthenticate(NetworkConnectionToClient conn)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
|
||||
{
|
||||
Debug.Log($"Authentication Request Username: {msg.authUsername}");
|
||||
|
||||
if (connectionsPendingDisconnect.Contains(conn)) return;
|
||||
|
||||
if (!playerNames.Contains(msg.authUsername))
|
||||
{
|
||||
playerNames.Add(msg.authUsername);
|
||||
|
||||
conn.authenticationData = msg.authUsername;
|
||||
|
||||
AuthResponseMessage authResponseMessage = new AuthResponseMessage
|
||||
{
|
||||
code = 100,
|
||||
message = "Success"
|
||||
};
|
||||
|
||||
conn.Send(authResponseMessage);
|
||||
|
||||
ServerAccept(conn);
|
||||
}
|
||||
else
|
||||
{
|
||||
connectionsPendingDisconnect.Add(conn);
|
||||
|
||||
AuthResponseMessage authResponseMessage = new AuthResponseMessage
|
||||
{
|
||||
code = 200,
|
||||
message = "Username already in use... try again"
|
||||
};
|
||||
|
||||
conn.Send(authResponseMessage);
|
||||
|
||||
conn.isAuthenticated = false;
|
||||
|
||||
StartCoroutine(DelayedDisconnect(conn, 1f));
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator DelayedDisconnect(NetworkConnectionToClient conn, float waitTime)
|
||||
{
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
|
||||
ServerReject(conn);
|
||||
|
||||
yield return null;
|
||||
|
||||
connectionsPendingDisconnect.Remove(conn);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Client
|
||||
|
||||
public void SetPlayerName(string username)
|
||||
{
|
||||
playerName = username;
|
||||
if (LoginUI.instance != null && LoginUI.instance.errorText != null)
|
||||
{
|
||||
LoginUI.instance.errorText.text = string.Empty;
|
||||
LoginUI.instance.errorText.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnStartClient()
|
||||
{
|
||||
NetworkClient.RegisterHandler<AuthResponseMessage>(OnAuthResponseMessage, false);
|
||||
}
|
||||
|
||||
public override void OnStopClient()
|
||||
{
|
||||
NetworkClient.UnregisterHandler<AuthResponseMessage>();
|
||||
}
|
||||
|
||||
public override void OnClientAuthenticate()
|
||||
{
|
||||
NetworkClient.Send(new AuthRequestMessage { authUsername = playerName });
|
||||
}
|
||||
|
||||
public void OnAuthResponseMessage(AuthResponseMessage msg)
|
||||
{
|
||||
if (msg.code == 100)
|
||||
{
|
||||
Debug.Log($"Authentication Response: {msg.code} {msg.message}");
|
||||
|
||||
ClientAccept();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Authentication Response: {msg.code} {msg.message}");
|
||||
|
||||
NetworkManager.singleton.StopHost();
|
||||
|
||||
LoginUI.instance.errorText.text = msg.message;
|
||||
LoginUI.instance.errorText.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user