Files
jelito/Assets/jelycho/Code/Main/JelychoGame.cs
2025-06-30 21:28:11 +02:00

168 lines
5.6 KiB
C#
Executable File

using System.Collections.Generic;
using RebootKit.Engine.Main;
using RebootKit.Engine.Services.Console;
using RebootKit.Engine.Services.Simulation;
using RebootReality.jelycho.Player;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Assertions;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootReality.jelycho.Main {
class PlayerState : INetworkSerializable {
public ulong clientID;
public PlayerController Controller;
public PlayerActor Actor;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter { }
}
public class JelychoGame : Game {
static readonly Logger s_Logger = new Logger(nameof(JelychoGame));
[SerializeField] PlayerController m_PlayerControllerPrefab;
[SerializeField] PlayerActor m_PlayerActorPrefab;
[SerializeField] string m_MainWorldID = "dev";
List<PlayerState> m_PlayerStates = new List<PlayerState>();
void Awake() { }
public override void OnDestroy() {
base.OnDestroy();
}
public override void OnNetworkSpawn() {
base.OnNetworkSpawn();
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientStopped;
}
public override void OnNetworkDespawn() {
base.OnNetworkDespawn();
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientStopped;
}
void OnClientConnected(ulong clientID) {
s_Logger.Info($"Client {clientID} connected");
if (IsServer) {
s_Logger.Info($"Creating player state for client {clientID}");
PlayerController controller = Instantiate(m_PlayerControllerPrefab);
controller.name = $"PlayerController_{clientID}";
controller.NetworkObject.SpawnAsPlayerObject(clientID);
m_PlayerStates.Add(new PlayerState {
clientID = clientID,
Controller = controller,
});
}
}
void OnClientStopped(ulong clientID) {
s_Logger.Info($"Client {clientID} disconnected");
if (IsServer) {
for (int i = m_PlayerStates.Count - 1; i >= 0; i--) {
if (m_PlayerStates[i].clientID == clientID) {
s_Logger.Info($"Removing player state for client {clientID}");
m_PlayerStates.RemoveAtSwapBack(i);
break;
}
}
}
}
public override void OnWorldLoaded() {
base.OnWorldLoaded();
OnPlayerReadyRpc(NetworkManager.Singleton.LocalClientId);
}
[Rpc(SendTo.Server)]
void OnPlayerReadyRpc(ulong clientID) {
if (!IsServer) {
return;
}
PlayerActor actor = Instantiate(m_PlayerActorPrefab);
actor.name = $"PlayerActor_{clientID}";
actor.NetworkObject.SpawnAsPlayerObject(clientID);
PlayerState playerState = GetPlayerState(clientID);
Assert.IsNotNull(playerState);
playerState.Actor = actor;
playerState.Controller.SetActorClientRpc(actor.NetworkObjectId);
}
PlayerState GetPlayerState(ulong clientID) {
foreach (PlayerState state in m_PlayerStates) {
if (state.clientID == clientID) {
return state;
}
}
s_Logger.Error($"Player state for client {clientID} not found");
return null;
}
public override void OnWorldUnload() {
base.OnWorldUnload();
if (IsServer) { }
}
}
public static class JelychoConsoleCommands {
[RCCMD("worlds", "Lists all worlds")]
public static void Worlds(string[] args) {
if (args.Length != 1) {
RR.WriteToConsole($"Usage: {args[0]}");
return;
}
RR.WriteToConsole("Worlds:");
foreach (WorldConfigAsset worldConfigAsset in RR.WorldConfigsAssets) {
RR.WriteToConsole($" {worldConfigAsset.Config.name}");
}
}
[RCCMD("connect", "Connects to a server with given Steam ID. Usage: connect <steam_id>")]
public static void ConnectToServer(string[] args) {
if (args.Length < 1 || args.Length > 2) {
RR.WriteToConsole($"Usage: {args[0]} <steam_id>");
return;
}
RR.WriteToConsole("Connecting to server...");
// if (args.Length != 2) {
// RR.Console.WriteToOutput($"Usage: {args[0]} <steam_id>");
// return;
// }
RR.Connect();
}
[RCCMD("disconnect", "Disconnects from the current server")]
public static void DisconnectFromServer(string[] args) {
if (args.Length != 1) {
RR.WriteToConsole($"Usage: {args[0]}");
return;
}
RR.Disconnect();
}
[RCCMD("version", "Displays the current game version")]
public static void GameVersion(string[] args) {
RR.WriteToConsole($"Game version: {Application.version}");
}
}
}