This is an old revision of the document!


5. Servere multiplayer dedicate

Cerinte

Realizarea unui joc multiplayer de tip social:

Documentatie video

Documentatie text

Pentru acest laborator vom folosi DarkRift 2, un server dedicat, modular, care implementeaza protocoale de comunicare ca TCP, UDP, dar si cu extensii pentru WebSocket sau RUDP. Pentru integrarea cu Unity, se poate folosi pachetul din Asset Store DarkRift Networking 2

Server dedicat

Folosind un server dedicat trebuie gestionate mai multe elemente:

  • conexiunile si lista curenta de clienti conectati
  • datele stocate despre player
  • mesajele de update

DarkRift foloseste un sistem modular, astfel ca puteti programa mecanica serverului fie direct, fie bazat pe plugin-uri C#, pentru a nu recompila la fiecare modificare tot serverul.

Exemplu minimal:

using DarkRift;
using DarkRift.Server;

ServerSpawnData spawnData = ServerSpawnData.CreateFromXml("Server.config");

var server = new DarkRiftServer(spawnData);

void Client_MessageReceived(object? sender, MessageReceivedEventArgs e)
{
    using Message message = e.GetMessage();
    using DarkRiftReader reader = message.GetReader();
    Console.WriteLine("Received a message from the client: " + reader.ReadString());
}

void ClientManager_ClientConnected(object? sender, ClientConnectedEventArgs e)
{
    e.Client.MessageReceived += Client_MessageReceived;

    using DarkRiftWriter writer = DarkRiftWriter.Create();
    writer.Write("World of Hel!");

    using Message secretMessage = Message.Create(666, writer);
    e.Client.SendMessage(secretMessage, SendMode.Reliable);
}

server.ClientManager.ClientConnected += ClientManager_ClientConnected;

server.StartServer();

Console.ReadKey(); // Wait until key press. Not necessary in Unity.

cu un sistem de configurare in XML

<?xml version="1.0" encoding="utf-8" ?>
<!--
  Configuring DarkRift server to listen at ports TCP 4296 and UDP 4297.
-->
<configuration xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="https://www.darkriftnetworking.com/DarkRift2/Schemas/2.3.1/Server.config.xsd">
  <server maxStrikes="5" />
  
  <pluginSearch/>
 
  <logging>
    <logWriters>
      <logWriter name="ConsoleWriter1" type="ConsoleWriter" levels="trace, info, warning, error, fatal">
        <settings useFastAnsiColoring="false" />
      </logWriter>
    </logWriters>
  </logging>

  <plugins loadByDefault="false"/>

  <data directory="Data/"/>

  <listeners>
    <listener name="DefaultNetworkListener" type="BichannelListener" address="0.0.0.0" port="4296">
      <settings noDelay="true" udpPort="4297" />
    </listener>
  </listeners>
</configuration>

Client

Pentru realizarea clientului puteti folosi direct pachetul din Asset Store DarkRift Networking 2

Exemplu de conectare si trimitere de mesaj:

using DarkRift;
using DarkRift.Client;
using System.Net;

var client = new DarkRiftClient();

void Client_MessageReceived(object? sender, MessageReceivedEventArgs e)
{
    using Message message = e.GetMessage();
    using DarkRiftReader reader = message.GetReader();
    Console.WriteLine("Received a message from the server: " + reader.ReadString());
}

client.MessageReceived += Client_MessageReceived;

client.Connect(IPAddress.Loopback, tcpPort:4296, udpPort:4297, noDelay:true);

Console.WriteLine("Connected!");

using DarkRiftWriter writer = DarkRiftWriter.Create();
writer.Write("Hello world!");

using Message secretMessage = Message.Create(1337, writer);
client.SendMessage(secretMessage, SendMode.Reliable);

Console.ReadKey(); // Wait until key press. Not necessary in Unity.

Puteti folosi tag-uri pentru a delimita diverse tipuri de mesaje. De exemplu pentru actualizare de miscare puteti folosi tagul 1 si pentru chat puteti folosi tag-ul 11

Server Plugin

Putem folosi si un plugin modificand in configurare in felul urmator:

  <!--
    Specifies where DarkRift should look for plugins.
  -->
  <pluginSearch>
    <pluginSearchPath src="Plugins/" createDir="true" />
    <pluginSearchPath src="LogWriters/" />
    <pluginSearchPath src="NetworkListeners/" />
  </pluginSearch>
   <plugins loadByDefault="true">
    <!-- Example:
    <plugin type="Sniffer" load="false" />
    -->
  </plugins>

In acest caz veti face un proiect separat pentru plugin si il veti compila intr-un dll, care va fi pus/actualizat in folderul de Plugins.

using DarkRift;
using DarkRift.Server;
using System;
using System.Collections.Generic;

public class NetPlugin : Plugin
{

    Dictionary<IClient, Player> players = new Dictionary<IClient, Player>();

    public override bool ThreadSafe => false;

    public override Version Version => new Version(1, 2, 5);

    public NetPlugin(PluginLoadData pluginLoadData) : base(pluginLoadData)
    {
        ClientManager.ClientConnected += ClientConnected;
        ClientManager.ClientDisconnected += ClientDisconnected;
    }
}

unde clasa Player reprezinta datele stocate despre player. Spre exemplu se pot stoca date legate de pozitie, rotatie sau id de utilizator.

public struct Player
{
    public ushort ID;
    public float X, Y, Z;
    public float rotX, rotY, rotZ;
}

In momentul in care se conecteaza un client, trebuie realizate urmatoarele lucruri:

  • instantierea Player-ului in server
  • notificarea tuturor celorlalti clienti conectati de conectarea unui nou player
  • trimiterea de informatii despre ceilalti clienti, clientului nou conectat
  • ascultarea de mesaje de actualizare
void ClientConnected(object sender, ClientConnectedEventArgs e)
    {
        //new player instance
        Player newPlayer = new Player();
        newPlayer.ID = e.Client.ID;
        newPlayer.X = 0;
        newPlayer.Y = 3;
        newPlayer.Z = 0;
        newPlayer.rotZ = 0;
        newPlayer.rotY = 0;
        newPlayer.rotZ = 0;
 
        using (DarkRiftWriter newPlayerWriter = DarkRiftWriter.Create())
        {
            newPlayerWriter.Write(newPlayer.ID);
            newPlayerWriter.Write(newPlayer.X);
            newPlayerWriter.Write(newPlayer.Y);
            newPlayerWriter.Write(newPlayer.Z);
            newPlayerWriter.Write(newPlayer.rotX);
            newPlayerWriter.Write(newPlayer.rotY);
            newPlayerWriter.Write(newPlayer.rotZ);
 
            //notify other clients
            using (Message newPlayerMessage = Message.Create(0, newPlayerWriter))
            {
                foreach (IClient client in ClientManager.GetAllClients().Where(x => x != e.Client))
                    client.SendMessage(newPlayerMessage, SendMode.Reliable);
            }
        }
 
        players.Add(e.Client, newPlayer);
 
        using (DarkRiftWriter playerWriter = DarkRiftWriter.Create())
        {
            foreach (Player player in players.Values)
            {
                playerWriter.Write(player.ID);
                playerWriter.Write(player.X);
                playerWriter.Write(player.Y);
                playerWriter.Write(player.Z);
                playerWriter.Write(player.rotX);
                playerWriter.Write(player.rotY);
                playerWriter.Write(player.rotZ);
            }
 
            //send all other players data to new client
            using (Message playerMessage = Message.Create(0, playerWriter))
                e.Client.SendMessage(playerMessage, SendMode.Reliable);
        }
 
        e.Client.MessageReceived += MovementMessageReceived;
    }

Actualizare de informatii

La fiecare actualizare (de ex miscarea personajului) trebuie facut broadcast.

void MovementMessageReceived(object sender, MessageReceivedEventArgs e)
    {
        using (Message message = e.GetMessage() as Message)
        {
            if (message.Tag == 1)
            {
                using (DarkRiftReader reader = message.GetReader())
                {
                    float newX = reader.ReadSingle();
                    float newY = reader.ReadSingle();
                    float newZ = reader.ReadSingle();
                    float newRotX = reader.ReadSingle();
                    float newRotY = reader.ReadSingle();
                    float newRotZ = reader.ReadSingle();

                    Player player = players[e.Client];

                    player.ID = players[e.Client].ID; //AA
                    player.X = newX;
                    player.Y = newY;
                    player.Z = newZ;
                    player.rotX = newRotX;
                    player.rotY = newRotY;
                    player.rotZ = newRotZ;

                    players[e.Client] = player; //AA

                    using (DarkRiftWriter writer = DarkRiftWriter.Create())
                    {
                        writer.Write(player.ID);
                        writer.Write(player.X);
                        writer.Write(player.Y);
                        writer.Write(player.Z);
                        writer.Write(player.rotX);
                        writer.Write(player.rotY);
                        writer.Write(player.rotZ);
                        message.Serialize(writer);
                    }

                    foreach (IClient c in ClientManager.GetAllClients().Where(x => x != e.Client))
                        c.SendMessage(message, e.SendMode);
                }
            }
        }
    }
   

Chat

Pentru a gestiona si mesajele chat, puteti adauga un event suplimentar in momentul in care se conecteaza clientul

e.Client.MessageReceived += ChatMessageReceived;

apoi sa ascultati mesajele si se face broadcast

    void ChatMessageReceived(object sender, MessageReceivedEventArgs e)
    {
        using (Message message = e.GetMessage() as Message)
        {
            if (message.Tag == 10)
            {
                using (DarkRiftReader reader = message.GetReader())
                {
                    using (DarkRiftWriter writer = DarkRiftWriter.Create())
                    {
                        writer.Write(reader.ReadString());
                    }

                    foreach (IClient c in ClientManager.GetAllClients())
                        c.SendMessage(message, e.SendMode);
                }
            }
        }
    }

Deconectarea

void ClientDisconnected(object sender, ClientDisconnectedEventArgs e)
    {
        players.Remove(e.Client);

        using (DarkRiftWriter writer = DarkRiftWriter.Create())
        {
            writer.Write(e.Client.ID);

            using (Message message = Message.Create(2, writer))
            {
                foreach (IClient client in ClientManager.GetAllClients())
                    client.SendMessage(message, SendMode.Reliable);
            }
        }
    }
    
 
pjv/laboratoare/2025/a05.1765361485.txt.gz · Last modified: 2025/12/10 12:11 by alexandru.gradinaru
CC Attribution-Share Alike 3.0 Unported
www.chimeric.de Valid CSS Driven by DokuWiki do yourself a favour and use a real browser - get firefox!! Recent changes RSS feed Valid XHTML 1.0