Add project files.
This commit is contained in:
@@ -0,0 +1,73 @@
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using MSCLoader;
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using UnityEngine;
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namespace MSCO
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{
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public class MSCO : Mod
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{
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public const string ModVersion = "1.0";
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public override string ID => "MSCO"; // Your (unique) mod ID
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public override string Name => "MSCO"; // Your mod name
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public override string Author => "MBM"; // Name of the Author (your name)
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public override string Version => ModVersion; // Version
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public override string Description => "Online mod by mbm.wtf"; // Short description of your mod
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public override Game SupportedGames => Game.MySummerCar;
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bool commandAdded;
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public override void ModSetup()
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{
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SetupFunction(Setup.OnMenuLoad, Mod_OnMenuLoad);
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SetupFunction(Setup.OnLoad, Mod_OnLoad);
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SetupFunction(Setup.PostLoad, Mod_PostLoad);
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SetupFunction(Setup.OnSave, Mod_OnSave);
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SetupFunction(Setup.OnGUI, Mod_OnGUI);
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SetupFunction(Setup.Update, Mod_Update);
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SetupFunction(Setup.FixedUpdate, Mod_FixedUpdate);
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SetupFunction(Setup.ModSettings, Mod_Settings);
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}
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private void Mod_Settings()
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{
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// All settings should be created here.
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// DO NOT put anything that isn't settings or keybinds in here!
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}
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private void Mod_OnMenuLoad()
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{
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ModConsole.Print("Welcome to MSCO by mbm.wtf");
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// Netzwerk + Lobby leben in einem eigenen Objekt, das Szenenwechsel überlebt
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MultiplayerManager.Ensure();
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if (!commandAdded)
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{
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ConsoleCommand.Add(new MpCommand());
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commandAdded = true;
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}
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}
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private void Mod_OnLoad()
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{
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// Called once, when mod is loading after game is fully loaded
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}
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private void Mod_PostLoad()
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{
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// Called once, after all mods finished OnLoad
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}
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private void Mod_OnSave()
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{
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// Called once, when save and quit
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}
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private void Mod_OnGUI()
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{
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// Lobby/Status zeichnet der MultiplayerManager
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}
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private void Mod_Update()
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{
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// Netzwerk läuft im MultiplayerManager
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}
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private void Mod_FixedUpdate()
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{
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// FixedUpdate is called once per fixed frame
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}
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}
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}
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+106
@@ -0,0 +1,106 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Release</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{CE3FFBAB-946E-9569-CCAA-9CFA2D5C11F3}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>MSCO</RootNamespace>
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<AssemblyName>MSCO</AssemblyName>
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<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<TargetFrameworkProfile>Unity Full v3.5</TargetFrameworkProfile>
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<LangVersion>13</LangVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>none</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="System.Data" />
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<Reference Include="System.Xml" />
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<Reference Include="UnityEngine">
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<HintPath>F:\SteamLibrary\steamapps\common\My Summer Car\mysummercar_Data\Managed\UnityEngine.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="MSCLoader">
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<HintPath>F:\SteamLibrary\steamapps\common\My Summer Car\mysummercar_Data\Managed\MSCLoader.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Assembly-CSharp">
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<HintPath>F:\SteamLibrary\steamapps\common\My Summer Car\mysummercar_Data\Managed\Assembly-CSharp.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="cInput">
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<HintPath>F:\SteamLibrary\steamapps\common\My Summer Car\mysummercar_Data\Managed\cInput.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="PlayMaker">
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<HintPath>F:\SteamLibrary\steamapps\common\My Summer Car\mysummercar_Data\Managed\PlayMaker.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="0Harmony">
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<HintPath>F:\SteamLibrary\steamapps\common\My Summer Car\mysummercar_Data\Managed\0Harmony.dll</HintPath>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="MpCommand.cs" />
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<Compile Include="MenuHelper.cs" />
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<Compile Include="MSCO.cs" />
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<Compile Include="MultiplayerManager.cs" />
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<Compile Include="NetSession.cs" />
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<Compile Include="SaveSync.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="RemotePlayer.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<MSCMODSFOLDER>C:\Users\nico\Documents\MySummerCar\Mods</MSCMODSFOLDER>
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<MWCMODSFOLDER>NONE</MWCMODSFOLDER>
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<ABFOLDER>NONE</ABFOLDER>
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<PostBuildEvent>
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echo .
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echo "== Running post build actions for configuration $(ConfigurationName)! ==="
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IF "$(ConfigurationName)" == "Release" (
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IF NOT "$(MSCMODSFOLDER)" == "NONE" (
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copy "$(TargetPath)" "$(MSCMODSFOLDER)" /y
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echo "Copied dll into MSC mods folder!"
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)
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IF NOT "$(MWCMODSFOLDER)" == "NONE" (
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copy "$(TargetPath)" "$(MWCMODSFOLDER)" /y
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echo "Copied dll into MWC mods folder!"
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)
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)
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if "$(ConfigurationName)" == "Debug" (
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copy "$(TargetPath)" "C:\Users\nico\Documents\MySummerCar\Mods" /y
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copy "$(TargetDir)$(TargetName).pdb" "C:\Users\nico\Documents\MySummerCar\Mods" /y
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cd "C:\Users\nico\Documents\MySummerCar\Mods"
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call "C:\Users\nico\Documents\MySummerCar\Mods\debug.bat"
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) ELSE (
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copy "$(TargetPath)" "C:\Users\nico\Documents\MySummerCar\Mods\Mods" /y
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)
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</PostBuildEvent>
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</PropertyGroup>
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</Project>
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@@ -0,0 +1,77 @@
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using System.Reflection;
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using HutongGames.PlayMaker;
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using HutongGames.PlayMaker.Actions;
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using MSCLoader;
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using UnityEngine;
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namespace MSCO
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{
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/// <summary>Hilfsfunktionen rund um Hauptmenü und das Laden der Spielszene.</summary>
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public static class MenuHelper
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{
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public const string MenuScene = "MainMenu";
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public const string GameScene = "GAME";
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public static bool InMenu { get { return Application.loadedLevelName == MenuScene; } }
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public static bool InGame { get { return Application.loadedLevelName == GameScene; } }
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static readonly MethodInfo switchState =
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typeof(Fsm).GetMethod("SwitchState", BindingFlags.NonPublic | BindingFlags.Instance);
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/// <summary>
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/// Sucht im Hauptmenü die PlayMaker-FSM des CONTINUE-Buttons und den Zustand,
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/// der per LoadLevel die Szene "GAME" lädt.
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/// </summary>
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public static bool FindContinueLoadState(out PlayMakerFSM fsm, out FsmState state)
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{
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fsm = null;
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state = null;
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foreach (Object o in Object.FindObjectsOfType(typeof(PlayMakerFSM)))
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{
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var candidate = (PlayMakerFSM)o;
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if (!HierarchyContains(candidate.transform, "continue")) continue;
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foreach (FsmState s in candidate.FsmStates)
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{
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if (!s.ActionsLoaded) s.LoadActions();
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if (s.Actions == null) continue;
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foreach (FsmStateAction action in s.Actions)
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{
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var load = action as LoadLevel;
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if (load != null && load.levelName != null && load.levelName.Value == GameScene)
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{
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fsm = candidate;
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state = s;
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return true;
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}
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}
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}
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}
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return false;
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}
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/// <summary>Startet das Spiel wie ein Klick auf CONTINUE.</summary>
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public static void StartGame()
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{
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PlayMakerFSM fsm;
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FsmState state;
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if (switchState != null && FindContinueLoadState(out fsm, out state))
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{
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ModConsole.Print("[MSCO] Loading via CONTINUE (" + fsm.name + " / " + state.Name + ")");
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switchState.Invoke(fsm.Fsm, new object[] { state });
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}
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else
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{
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ModConsole.Warning("[MSCO] CONTINUE button not found, loading GAME directly");
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Application.LoadLevel(GameScene);
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}
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}
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static bool HierarchyContains(Transform t, string text)
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{
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for (; t != null; t = t.parent)
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if (t.name.ToLower().Contains(text)) return true;
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return false;
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}
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}
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}
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@@ -0,0 +1,38 @@
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using MSCLoader;
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namespace MSCO
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{
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/// <summary>Konsolenbefehl: mp host [port] | mp join <ip> [port] | mp stop</summary>
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public class MpCommand : ConsoleCommand
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{
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public override string Name => "mp";
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public override string Help => "mp host [port] | mp join <ip> [port] | mp stop";
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public override void Run(string[] args)
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{
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var mp = MultiplayerManager.Instance;
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if (mp == null) { ModConsole.Print("[MSCO] Not ready yet"); return; }
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if (args.Length == 0) { ModConsole.Print(Help); return; }
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int port = MultiplayerManager.DefaultPort;
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switch (args[0].ToLower())
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{
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case "host":
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if (args.Length > 1) int.TryParse(args[1], out port);
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mp.Host(port);
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break;
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case "join":
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if (args.Length < 2) { ModConsole.Print("mp join <ip> [port]"); return; }
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if (args.Length > 2) int.TryParse(args[2], out port);
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mp.Join(args[1], port);
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break;
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case "stop":
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mp.Disconnect();
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break;
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default:
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ModConsole.Print(Help);
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break;
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}
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}
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}
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}
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@@ -0,0 +1,369 @@
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using System.Collections.Generic;
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using System.IO;
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using HutongGames.PlayMaker;
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using MSCLoader;
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using UnityEngine;
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namespace MSCO
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{
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/// <summary>
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/// Lebt über Szenenwechsel hinweg (DontDestroyOnLoad): Lobby im Hauptmenü,
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/// Spielstand-Übertragung beim Start und Positions-Sync im Spiel.
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/// </summary>
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public class MultiplayerManager : MonoBehaviour
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{
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public static MultiplayerManager Instance;
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public const int DefaultPort = 7777;
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const float SendInterval = 0.05f; // 20 Updates pro Sekunde
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NetSession session;
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bool peerReady; // Handshake abgeschlossen
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bool saveSentThisLoad; // Host: Spielstand für diesen Start schon verschickt
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bool receivingSave; // Client: Spielstand wird gerade empfangen
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string status = "";
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string ipInput = "127.0.0.1";
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string portInput = DefaultPort.ToString();
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PlayMakerFSM continueFsm;
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FsmState continueState;
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float nextContinueSearch;
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Transform localPlayer;
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RemotePlayer remotePlayer;
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float sendTimer;
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float nextPlayerSearch;
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public static void Ensure()
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{
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if (Instance != null) return;
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var go = new GameObject("MSCO_Multiplayer");
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DontDestroyOnLoad(go);
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Instance = go.AddComponent<MultiplayerManager>();
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}
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void Awake()
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{
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Application.runInBackground = true;
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// Falls das Spiel beim letzten Mal abgestürzt ist: eigenen Spielstand zurückholen
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TryRestoreBackup();
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}
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// ---------------------------------------------------------------- Verbindung
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public void Host(int port)
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{
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Disconnect();
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try
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{
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session = NetSession.StartHost(port);
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SetStatus("Hosting on port " + port + " - waiting for player...");
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||||
}
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catch (System.Exception e)
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||||
{
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SetStatus("Could not host: " + e.Message);
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}
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}
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public void Join(string ip, int port)
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{
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if (!MenuHelper.InMenu)
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{
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SetStatus("Join from the main menu!");
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return;
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||||
}
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Disconnect();
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session = NetSession.StartClient(ip, port);
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SetStatus("Connecting to " + ip + ":" + port + "...");
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||||
}
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||||
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public void Disconnect()
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||||
{
|
||||
if (session != null) session.Close();
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OnSessionEnded("Disconnected");
|
||||
}
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||||
|
||||
void OnSessionEnded(string reason)
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||||
{
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session = null;
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peerReady = false;
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||||
DestroyRemotePlayer();
|
||||
if (receivingSave)
|
||||
{
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// Abbruch mitten in der Übertragung: eigenen Spielstand zurück
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||||
receivingSave = false;
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||||
TryRestoreBackup();
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||||
}
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||||
SetStatus(reason);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- Update
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||||
|
||||
void Update()
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||||
{
|
||||
if (session == null) return;
|
||||
|
||||
List<Message> messages = session.Poll();
|
||||
if (session.ConsumeConnected()) OnConnected();
|
||||
foreach (Message m in messages) Handle(m);
|
||||
|
||||
if (session.IsClosed)
|
||||
{
|
||||
OnSessionEnded(session.CloseReason);
|
||||
return;
|
||||
}
|
||||
|
||||
if (session.IsHost && peerReady && MenuHelper.InMenu && !saveSentThisLoad)
|
||||
WatchHostContinue();
|
||||
|
||||
if (MenuHelper.InGame) UpdateInGame();
|
||||
}
|
||||
|
||||
void OnConnected()
|
||||
{
|
||||
if (session.IsHost)
|
||||
{
|
||||
SetStatus("Player connecting...");
|
||||
}
|
||||
else
|
||||
{
|
||||
session.Send(MsgType.Hello, NetSession.Build(w => w.Write(MSCO.ModVersion)));
|
||||
SetStatus("Connected, waiting for host...");
|
||||
}
|
||||
}
|
||||
|
||||
void Handle(Message m)
|
||||
{
|
||||
BinaryReader r = m.Reader();
|
||||
switch (m.Type)
|
||||
{
|
||||
case MsgType.Hello:
|
||||
if (!session.IsHost) return;
|
||||
string version = r.ReadString();
|
||||
if (version != MSCO.ModVersion)
|
||||
{
|
||||
session.Send(MsgType.Reject, NetSession.Build(w =>
|
||||
w.Write("Version mismatch (host " + MSCO.ModVersion + ", you " + version + ")")));
|
||||
session.Close("Player rejected: wrong mod version " + version);
|
||||
return;
|
||||
}
|
||||
session.Send(MsgType.Welcome);
|
||||
peerReady = true;
|
||||
if (MenuHelper.InGame)
|
||||
{
|
||||
// Host spielt schon: letzten gespeicherten Stand schicken
|
||||
SendSaveAndStart();
|
||||
SetStatus("Player joined (sent last saved game)");
|
||||
}
|
||||
else
|
||||
{
|
||||
SetStatus("Player connected - press CONTINUE to start!");
|
||||
}
|
||||
break;
|
||||
|
||||
case MsgType.Welcome:
|
||||
peerReady = true;
|
||||
SetStatus("Connected - waiting for host to press CONTINUE...");
|
||||
break;
|
||||
|
||||
case MsgType.Reject:
|
||||
session.Close("Rejected by host: " + r.ReadString());
|
||||
break;
|
||||
|
||||
case MsgType.SaveBegin:
|
||||
if (session.IsHost) return;
|
||||
if (!MenuHelper.InMenu)
|
||||
{
|
||||
SetStatus("Host started - go back to the main menu to join");
|
||||
return;
|
||||
}
|
||||
SaveSync.BeginReceive();
|
||||
receivingSave = true;
|
||||
SetStatus("Receiving host's save...");
|
||||
break;
|
||||
|
||||
case MsgType.SaveFile:
|
||||
if (!receivingSave) return;
|
||||
string name = r.ReadString();
|
||||
byte[] data = r.ReadBytes(r.ReadInt32());
|
||||
SaveSync.WriteFile(name, data);
|
||||
break;
|
||||
|
||||
case MsgType.StartGame:
|
||||
if (!receivingSave) return;
|
||||
receivingSave = false;
|
||||
SetStatus("Loading host's game...");
|
||||
MenuHelper.StartGame();
|
||||
break;
|
||||
|
||||
case MsgType.Player:
|
||||
if (MenuHelper.InGame) ApplyRemoteState(PlayerState.Deserialize(r));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- Host: Spielstart
|
||||
|
||||
void WatchHostContinue()
|
||||
{
|
||||
if (continueFsm == null)
|
||||
{
|
||||
if (Time.realtimeSinceStartup < nextContinueSearch) return;
|
||||
nextContinueSearch = Time.realtimeSinceStartup + 1f;
|
||||
if (!MenuHelper.FindContinueLoadState(out continueFsm, out continueState)) return;
|
||||
}
|
||||
// Host hat CONTINUE gedrückt und die FSM ist im Lade-Zustand
|
||||
if (continueFsm.ActiveStateName == continueState.Name)
|
||||
SendSaveAndStart();
|
||||
}
|
||||
|
||||
void SendSaveAndStart()
|
||||
{
|
||||
saveSentThisLoad = true;
|
||||
List<KeyValuePair<string, byte[]>> files = SaveSync.ReadLocalSave();
|
||||
session.Send(MsgType.SaveBegin);
|
||||
foreach (KeyValuePair<string, byte[]> file in files)
|
||||
{
|
||||
session.Send(MsgType.SaveFile, NetSession.Build(w =>
|
||||
{
|
||||
w.Write(file.Key);
|
||||
w.Write(file.Value.Length);
|
||||
w.Write(file.Value);
|
||||
}));
|
||||
}
|
||||
session.Send(MsgType.StartGame);
|
||||
ModConsole.Print("[MSCO] Sent save (" + files.Count + " files) to player");
|
||||
}
|
||||
|
||||
void OnLevelWasLoaded(int level)
|
||||
{
|
||||
if (MenuHelper.InGame)
|
||||
{
|
||||
// Falls der CONTINUE-Klick nicht erkannt wurde: jetzt nachholen
|
||||
if (session != null && session.IsHost && peerReady && !saveSentThisLoad)
|
||||
SendSaveAndStart();
|
||||
localPlayer = null;
|
||||
}
|
||||
else if (MenuHelper.InMenu)
|
||||
{
|
||||
saveSentThisLoad = false;
|
||||
continueFsm = null;
|
||||
localPlayer = null;
|
||||
DestroyRemotePlayer();
|
||||
if (!receivingSave) TryRestoreBackup();
|
||||
if (session != null && peerReady && !session.IsHost)
|
||||
SetStatus("Connected - waiting for host to press CONTINUE...");
|
||||
}
|
||||
}
|
||||
|
||||
void TryRestoreBackup()
|
||||
{
|
||||
try { SaveSync.RestoreBackup(); }
|
||||
catch (System.Exception e) { ModConsole.Error("[MSCO] Could not restore own save: " + e.Message); }
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- Im Spiel
|
||||
|
||||
void UpdateInGame()
|
||||
{
|
||||
if (localPlayer == null)
|
||||
{
|
||||
if (Time.realtimeSinceStartup < nextPlayerSearch) return;
|
||||
nextPlayerSearch = Time.realtimeSinceStartup + 1f;
|
||||
GameObject player = GameObject.Find("PLAYER");
|
||||
if (player == null) return;
|
||||
localPlayer = player.transform;
|
||||
}
|
||||
|
||||
if (peerReady)
|
||||
{
|
||||
sendTimer += Time.deltaTime;
|
||||
if (sendTimer >= SendInterval)
|
||||
{
|
||||
sendTimer = 0f;
|
||||
session.Send(MsgType.Player, new PlayerState
|
||||
{
|
||||
Position = localPlayer.position,
|
||||
RotationY = localPlayer.eulerAngles.y
|
||||
}.Serialize());
|
||||
}
|
||||
}
|
||||
|
||||
if (remotePlayer != null) remotePlayer.Tick(Time.deltaTime);
|
||||
}
|
||||
|
||||
void ApplyRemoteState(PlayerState state)
|
||||
{
|
||||
if (remotePlayer == null)
|
||||
{
|
||||
// Platzhalter-Modell: eine Kapsel
|
||||
GameObject go = GameObject.CreatePrimitive(PrimitiveType.Capsule);
|
||||
go.name = "MSCO_RemotePlayer";
|
||||
Destroy(go.GetComponent<Collider>()); // stört sonst Physik/Trigger
|
||||
go.GetComponent<Renderer>().material.color = Color.cyan;
|
||||
go.transform.position = state.Position;
|
||||
remotePlayer = go.AddComponent<RemotePlayer>();
|
||||
ModConsole.Print("[MSCO] Other player is in the game");
|
||||
}
|
||||
remotePlayer.SetTarget(state);
|
||||
}
|
||||
|
||||
void DestroyRemotePlayer()
|
||||
{
|
||||
if (remotePlayer != null) Destroy(remotePlayer.gameObject);
|
||||
remotePlayer = null;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- GUI
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
if (MenuHelper.InMenu) DrawLobby();
|
||||
else if (session != null) GUI.Label(new Rect(10, 10, 500, 25), "[MSCO] " + status);
|
||||
}
|
||||
|
||||
void DrawLobby()
|
||||
{
|
||||
GUILayout.BeginArea(new Rect(10, 10, 280, 200), GUI.skin.box);
|
||||
GUILayout.Label("MSCO Multiplayer");
|
||||
|
||||
if (session == null)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("IP", GUILayout.Width(40));
|
||||
ipInput = GUILayout.TextField(ipInput);
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Port", GUILayout.Width(40));
|
||||
portInput = GUILayout.TextField(portInput);
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Host")) Host(ParsePort());
|
||||
if (GUILayout.Button("Join")) Join(ipInput.Trim(), ParsePort());
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.Label(session.IsHost ? "You are the HOST" : "You are a CLIENT");
|
||||
if (GUILayout.Button("Disconnect")) Disconnect();
|
||||
}
|
||||
|
||||
GUILayout.Label(status);
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
|
||||
int ParsePort()
|
||||
{
|
||||
int port;
|
||||
return int.TryParse(portInput, out port) ? port : DefaultPort;
|
||||
}
|
||||
|
||||
void SetStatus(string text)
|
||||
{
|
||||
status = text;
|
||||
ModConsole.Print("[MSCO] " + text);
|
||||
}
|
||||
}
|
||||
}
|
||||
+235
@@ -0,0 +1,235 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MSCO
|
||||
{
|
||||
public enum MsgType : byte
|
||||
{
|
||||
Hello = 1, // Client -> Host: Mod-Version
|
||||
Welcome = 2, // Host -> Client: Handshake ok
|
||||
Reject = 3, // Host -> Client: Grund
|
||||
Player = 4, // Spielerposition
|
||||
SaveBegin = 5, // Host -> Client: Spielstand kommt
|
||||
SaveFile = 6, // Host -> Client: Dateiname + Inhalt
|
||||
StartGame = 7, // Host -> Client: jetzt laden
|
||||
}
|
||||
|
||||
public struct Message
|
||||
{
|
||||
public MsgType Type;
|
||||
public byte[] Payload;
|
||||
|
||||
public BinaryReader Reader()
|
||||
{
|
||||
return new BinaryReader(new MemoryStream(Payload));
|
||||
}
|
||||
}
|
||||
|
||||
public struct PlayerState
|
||||
{
|
||||
public Vector3 Position;
|
||||
public float RotationY;
|
||||
|
||||
public byte[] Serialize()
|
||||
{
|
||||
Vector3 pos = Position;
|
||||
float rotY = RotationY;
|
||||
return NetSession.Build(w =>
|
||||
{
|
||||
w.Write(pos.x); w.Write(pos.y); w.Write(pos.z);
|
||||
w.Write(rotY);
|
||||
});
|
||||
}
|
||||
|
||||
public static PlayerState Deserialize(BinaryReader r)
|
||||
{
|
||||
return new PlayerState
|
||||
{
|
||||
Position = new Vector3(r.ReadSingle(), r.ReadSingle(), r.ReadSingle()),
|
||||
RotationY = r.ReadSingle()
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TCP-Verbindung zu genau einem Mitspieler. Nachrichten: [int Länge][byte Typ][Payload].
|
||||
/// Lesen ist nicht-blockierend und wird jedes Frame über Poll() abgefragt.
|
||||
/// </summary>
|
||||
public class NetSession
|
||||
{
|
||||
const int MaxFrame = 32 * 1024 * 1024;
|
||||
|
||||
public bool IsHost { get; private set; }
|
||||
public bool IsConnected { get { return stream != null; } }
|
||||
public bool IsClosed { get; private set; }
|
||||
public string CloseReason { get; private set; }
|
||||
|
||||
TcpListener listener;
|
||||
TcpClient client;
|
||||
NetworkStream stream;
|
||||
IAsyncResult connecting;
|
||||
bool justConnected;
|
||||
|
||||
byte[] buffer = new byte[64 * 1024];
|
||||
int bufferCount;
|
||||
|
||||
public static NetSession StartHost(int port)
|
||||
{
|
||||
var s = new NetSession { IsHost = true };
|
||||
s.listener = new TcpListener(IPAddress.Any, port);
|
||||
s.listener.Start();
|
||||
return s;
|
||||
}
|
||||
|
||||
public static NetSession StartClient(string ip, int port)
|
||||
{
|
||||
var s = new NetSession();
|
||||
s.client = new TcpClient();
|
||||
s.connecting = s.client.BeginConnect(ip, port, null, null);
|
||||
return s;
|
||||
}
|
||||
|
||||
/// <summary>True genau einmal, direkt nachdem die Verbindung steht.</summary>
|
||||
public bool ConsumeConnected()
|
||||
{
|
||||
bool c = justConnected;
|
||||
justConnected = false;
|
||||
return c;
|
||||
}
|
||||
|
||||
public List<Message> Poll()
|
||||
{
|
||||
var messages = new List<Message>();
|
||||
if (IsClosed) return messages;
|
||||
|
||||
try
|
||||
{
|
||||
AcceptOrConnect();
|
||||
if (stream == null) return messages;
|
||||
|
||||
// Verbindung von der Gegenseite geschlossen?
|
||||
if (client.Client.Poll(0, SelectMode.SelectRead) && client.Available == 0)
|
||||
{
|
||||
Close("Connection closed by other player");
|
||||
return messages;
|
||||
}
|
||||
|
||||
while (stream.DataAvailable)
|
||||
{
|
||||
EnsureCapacity(bufferCount + client.Available);
|
||||
int read = stream.Read(buffer, bufferCount, buffer.Length - bufferCount);
|
||||
if (read <= 0) break;
|
||||
bufferCount += read;
|
||||
}
|
||||
|
||||
ParseFrames(messages);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Close("Network error: " + e.Message);
|
||||
}
|
||||
return messages;
|
||||
}
|
||||
|
||||
void AcceptOrConnect()
|
||||
{
|
||||
if (IsHost)
|
||||
{
|
||||
while (listener.Pending())
|
||||
{
|
||||
TcpClient incoming = listener.AcceptTcpClient();
|
||||
if (client != null) { incoming.Close(); continue; } // nur ein Mitspieler
|
||||
client = incoming;
|
||||
OnSocketReady();
|
||||
}
|
||||
}
|
||||
else if (connecting != null && connecting.IsCompleted)
|
||||
{
|
||||
IAsyncResult result = connecting;
|
||||
connecting = null;
|
||||
client.EndConnect(result); // wirft, wenn nicht erreichbar
|
||||
OnSocketReady();
|
||||
}
|
||||
}
|
||||
|
||||
void OnSocketReady()
|
||||
{
|
||||
client.NoDelay = true;
|
||||
client.SendBufferSize = 4 * 1024 * 1024;
|
||||
stream = client.GetStream();
|
||||
justConnected = true;
|
||||
}
|
||||
|
||||
void ParseFrames(List<Message> messages)
|
||||
{
|
||||
int offset = 0;
|
||||
while (bufferCount - offset >= 5)
|
||||
{
|
||||
int length = BitConverter.ToInt32(buffer, offset);
|
||||
if (length < 1 || length > MaxFrame) throw new IOException("Invalid packet");
|
||||
if (bufferCount - offset - 4 < length) break;
|
||||
|
||||
var payload = new byte[length - 1];
|
||||
Buffer.BlockCopy(buffer, offset + 5, payload, 0, payload.Length);
|
||||
messages.Add(new Message { Type = (MsgType)buffer[offset + 4], Payload = payload });
|
||||
offset += 4 + length;
|
||||
}
|
||||
if (offset > 0)
|
||||
{
|
||||
Buffer.BlockCopy(buffer, offset, buffer, 0, bufferCount - offset);
|
||||
bufferCount -= offset;
|
||||
}
|
||||
}
|
||||
|
||||
void EnsureCapacity(int needed)
|
||||
{
|
||||
if (needed <= buffer.Length) return;
|
||||
var bigger = new byte[Math.Max(needed, buffer.Length * 2)];
|
||||
Buffer.BlockCopy(buffer, 0, bigger, 0, bufferCount);
|
||||
buffer = bigger;
|
||||
}
|
||||
|
||||
public void Send(MsgType type, byte[] payload = null)
|
||||
{
|
||||
if (stream == null) return;
|
||||
if (payload == null) payload = new byte[0];
|
||||
try
|
||||
{
|
||||
var frame = new byte[5 + payload.Length];
|
||||
BitConverter.GetBytes(payload.Length + 1).CopyTo(frame, 0);
|
||||
frame[4] = (byte)type;
|
||||
Buffer.BlockCopy(payload, 0, frame, 5, payload.Length);
|
||||
stream.Write(frame, 0, frame.Length); // blockierend, damit große Dateien komplett rausgehen
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Close("Network error: " + e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
|
||||
public void Close(string reason = "Disconnected")
|
||||
{
|
||||
if (IsClosed) return;
|
||||
IsClosed = true;
|
||||
CloseReason = reason;
|
||||
stream = null;
|
||||
try { if (client != null) client.Close(); } catch { }
|
||||
try { if (listener != null) listener.Stop(); } catch { }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// Best pracise requires AI generated code to be disclosed
|
||||
// Please disclose yourself when generating code for this project
|
||||
// Put "Generated By: {AI model name}" in AssemblyTrademark("") field
|
||||
[assembly: AssemblyTitle("MSCO")]
|
||||
[assembly: AssemblyDescription("MSCLoader Mod file")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("MSCO")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2026 by MBM")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("f01595ad-b2f9-4120-a9a3-7356e2defc7a")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
@@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace MSCO
|
||||
{
|
||||
/// <summary>Bewegt den anderen Spieler weich zur zuletzt empfangenen Position.</summary>
|
||||
public class RemotePlayer : MonoBehaviour
|
||||
{
|
||||
Vector3 targetPos;
|
||||
float targetRotY;
|
||||
|
||||
public void SetTarget(PlayerState state)
|
||||
{
|
||||
targetPos = state.Position;
|
||||
targetRotY = state.RotationY;
|
||||
}
|
||||
|
||||
public void Tick(float dt)
|
||||
{
|
||||
// Bei großen Sprüngen (Teleport, Laden) direkt setzen statt gleiten
|
||||
if ((transform.position - targetPos).sqrMagnitude > 100f)
|
||||
transform.position = targetPos;
|
||||
else
|
||||
transform.position = Vector3.Lerp(transform.position, targetPos, dt * 15f);
|
||||
|
||||
transform.rotation = Quaternion.Slerp(transform.rotation,
|
||||
Quaternion.Euler(0f, targetRotY, 0f), dt * 15f);
|
||||
}
|
||||
}
|
||||
}
|
||||
+89
@@ -0,0 +1,89 @@
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using MSCLoader;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MSCO
|
||||
{
|
||||
/// <summary>
|
||||
/// Liest den Spielstand des Hosts und ersetzt beim Client den eigenen Spielstand
|
||||
/// vorübergehend. Der Spielstand des Clients wird vorher gesichert und beim
|
||||
/// nächsten Hauptmenü automatisch wiederhergestellt.
|
||||
/// </summary>
|
||||
public static class SaveSync
|
||||
{
|
||||
// Nur diese Dateien werden übertragen (options.txt etc. bleiben beim Spieler)
|
||||
public static readonly string[] Files =
|
||||
{
|
||||
"defaultES2File.txt", "items.txt", "meshsave.txt", "graveyard.txt", "notepad.txt"
|
||||
};
|
||||
|
||||
static string SaveDir { get { return Application.persistentDataPath; } }
|
||||
static string BackupDir { get { return Path.Combine(SaveDir, "MSCO_Backup"); } }
|
||||
static string Marker { get { return Path.Combine(BackupDir, "backup_active"); } }
|
||||
|
||||
public static bool HasBackup { get { return File.Exists(Marker); } }
|
||||
|
||||
public static List<KeyValuePair<string, byte[]>> ReadLocalSave()
|
||||
{
|
||||
var result = new List<KeyValuePair<string, byte[]>>();
|
||||
foreach (string name in Files)
|
||||
{
|
||||
string path = Path.Combine(SaveDir, name);
|
||||
if (File.Exists(path))
|
||||
result.Add(new KeyValuePair<string, byte[]>(name, File.ReadAllBytes(path)));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>Eigenen Spielstand sichern (nur einmal) und die Spielstand-Dateien leeren.</summary>
|
||||
public static void BeginReceive()
|
||||
{
|
||||
if (!HasBackup)
|
||||
{
|
||||
Directory.CreateDirectory(BackupDir);
|
||||
foreach (string name in Files)
|
||||
{
|
||||
string path = Path.Combine(SaveDir, name);
|
||||
if (File.Exists(path)) File.Copy(path, Path.Combine(BackupDir, name), true);
|
||||
}
|
||||
File.WriteAllText(Marker, "MSCO backup of the client's own save. Restored automatically.");
|
||||
ModConsole.Print("[MSCO] Own save backed up to " + BackupDir);
|
||||
}
|
||||
DeleteSaveFiles();
|
||||
}
|
||||
|
||||
public static void WriteFile(string name, byte[] data)
|
||||
{
|
||||
// Nur bekannte Dateinamen erlauben, damit der Host nichts anderes überschreiben kann
|
||||
if (System.Array.IndexOf(Files, name) < 0)
|
||||
{
|
||||
ModConsole.Warning("[MSCO] Ignored unexpected save file: " + name);
|
||||
return;
|
||||
}
|
||||
File.WriteAllBytes(Path.Combine(SaveDir, name), data);
|
||||
}
|
||||
|
||||
public static void RestoreBackup()
|
||||
{
|
||||
if (!HasBackup) return;
|
||||
DeleteSaveFiles();
|
||||
foreach (string name in Files)
|
||||
{
|
||||
string backup = Path.Combine(BackupDir, name);
|
||||
if (File.Exists(backup)) File.Copy(backup, Path.Combine(SaveDir, name), true);
|
||||
}
|
||||
Directory.Delete(BackupDir, true);
|
||||
ModConsole.Print("[MSCO] Own save restored.");
|
||||
}
|
||||
|
||||
static void DeleteSaveFiles()
|
||||
{
|
||||
foreach (string name in Files)
|
||||
{
|
||||
string path = Path.Combine(SaveDir, name);
|
||||
if (File.Exists(path)) File.Delete(path);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user