Erste Version

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-28 17:26:24 +01:00
co-authored by Claude Opus 5.5
commit cda31cd070
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using System;
using System.IO;
namespace BSO.Net
{
/// <summary>
/// Netzwerkprotokoll von Mod und Server - beide binden diese Dateien ein (Shared\*.cs), es gibt also nur eine
/// Fassung. Aufbau wie bei MSCO: [int Laenge][byte Typ][Daten], Daten mit BinaryWriter, Positionen in cm (Engine).
/// </summary>
public static class Protocol
{
/// <summary>Bei jeder inkompatiblen Aenderung erhoehen - der Server lehnt andere Versionen ab.</summary>
public const int Version = 1;
public const int DefaultPort = 7777;
}
public enum MsgType : byte
{
Hello = 1, // Client -> Server: int Protokoll, string Mod-Version, string Name
Welcome = 2, // Server -> Client: int eigene ID, string Servername, int n, je [int ID, string Name]
Reject = 3, // Server -> Client: string Grund
PlayerState = 4, // Client -> Server: PlayerState; Server -> Client: int ID + PlayerState
PlayerJoined = 5, // Server -> Client: int ID, string Name
PlayerLeft = 6, // Server -> Client: int ID
Ping = 7, // long Zeitstempel (Stopwatch-Ticks des Senders)
Pong = 8, // Antwort auf Ping mit demselben Zeitstempel (Laufzeit messen)
Info = 9, // Abfrage ohne Hello (spaeter Server-Browser, jetzt --probe)
InfoReply = 10 // string Servername, string Version, int Spieler, int max. Spieler
}
public enum PlayerMode : byte
{
Menu = 0, // noch keine Szene / Ladebildschirm
OnFoot = 1, // Spielfigur (KeyControlledCharacter)
InBus = 2 // sitzt im eigenen Bus (CarVehicle)
}
public struct Message
{
public MsgType Type;
public byte[] Payload;
public BinaryReader Reader() => new PacketReader(Payload);
}
/// <summary>Was jeder Spieler ~10x pro Sekunde von sich schickt. Drehung wie die Engine: Grad (Gier, Nick, Roll).</summary>
public struct PlayerState
{
public PlayerMode Mode;
public float X, Y, Z;
public float Yaw, Pitch, Roll;
public float Speed; // cm/s
public void Write(BinaryWriter w)
{
w.Write((byte)Mode);
w.Write(X); w.Write(Y); w.Write(Z);
w.Write(Yaw); w.Write(Pitch); w.Write(Roll);
w.Write(Speed);
}
public static PlayerState Read(BinaryReader r) => new PlayerState
{
Mode = (PlayerMode)r.ReadByte(),
X = r.ReadSingle(), Y = r.ReadSingle(), Z = r.ReadSingle(),
Yaw = r.ReadSingle(), Pitch = r.ReadSingle(), Roll = r.ReadSingle(),
Speed = r.ReadSingle()
};
public float DistanceTo(PlayerState o)
{
float dx = X - o.X, dy = Y - o.Y, dz = Z - o.Z;
return MathF.Sqrt(dx * dx + dy * dy + dz * dz);
}
}
public static class Wire
{
public static byte[] Build(Action<BinaryWriter> write)
{
using var ms = new MemoryStream();
using var w = new BinaryWriter(ms);
write(w);
w.Flush();
return ms.ToArray();
}
}
}