RAGECOOP-V/Client/Networking.cs

459 lines
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C#
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using System;
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using System.Collections.Generic;
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using CoopClient.Entities;
using Lidgren.Network;
using GTA;
using GTA.Math;
using GTA.Native;
namespace CoopClient
{
public class Networking
{
public NetClient Client;
public void DisConnectFromServer(string address)
{
if (IsOnServer())
{
NetOutgoingMessage outgoingMessage = Client.CreateMessage();
new PlayerDisconnectPacket() { Player = Main.LocalPlayerID }.PacketToNetOutGoingMessage(outgoingMessage);
Client.SendMessage(outgoingMessage, NetDeliveryMethod.ReliableOrdered);
Client.FlushSendQueue();
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Client.Disconnect("Bye!");
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}
else
{
// 6d4ec318f1c43bd62fe13d5a7ab28650 = GTACOOP:R
NetPeerConfiguration config = new NetPeerConfiguration("6d4ec318f1c43bd62fe13d5a7ab28650")
{
AutoFlushSendQueue = false
};
Client = new NetClient(config);
Client.Start();
string[] ip = address.Split(':');
// Send HandshakePacket
NetOutgoingMessage outgoingMessage = Client.CreateMessage();
new HandshakePacket()
{
ID = string.Empty,
SocialClubName = Game.Player.Name,
Username = Main.MainSettings.Username,
ModVersion = Main.CurrentModVersion,
NpcsAllowed = false
}.PacketToNetOutGoingMessage(outgoingMessage);
Client.Connect(ip[0], short.Parse(ip[1]), outgoingMessage);
}
}
public bool IsOnServer()
{
return Client?.ConnectionStatus == NetConnectionStatus.Connected;
}
public void ReceiveMessages()
{
if (Client == null)
{
return;
}
NetIncomingMessage message;
while ((message = Client.ReadMessage()) != null)
{
switch (message.MessageType)
{
case NetIncomingMessageType.StatusChanged:
NetConnectionStatus status = (NetConnectionStatus)message.ReadByte();
string reason = message.ReadString();
switch (status)
{
case NetConnectionStatus.InitiatedConnect:
Main.MainMenu.Items[0].Enabled = false;
Main.MainMenu.Items[1].Enabled = false;
Main.MainMenu.Items[2].Enabled = false;
GTA.UI.Notification.Show("~y~Trying to connect...");
break;
case NetConnectionStatus.Connected:
if (message.SenderConnection.RemoteHailMessage.ReadByte() != (byte)PacketTypes.HandshakePacket)
{
Client.Disconnect("Wrong packet!");
}
else
{
Packet remoteHailMessagePacket;
remoteHailMessagePacket = new HandshakePacket();
remoteHailMessagePacket.NetIncomingMessageToPacket(message.SenderConnection.RemoteHailMessage);
HandshakePacket handshakePacket = (HandshakePacket)remoteHailMessagePacket;
Main.LocalPlayerID = handshakePacket.ID;
Main.NpcsAllowed = handshakePacket.NpcsAllowed;
foreach (Ped entity in World.GetAllPeds())
{
if (entity.Handle != Game.Player.Character.Handle)
{
entity.Kill();
entity.Delete();
}
}
foreach (Vehicle vehicle in World.GetAllVehicles())
{
if (Game.Player.Character.CurrentVehicle?.Handle != vehicle.Handle)
{
vehicle.Delete();
}
}
Function.Call(Hash.SET_GARBAGE_TRUCKS, 0);
Function.Call(Hash.SET_RANDOM_BOATS, 0);
Function.Call(Hash.SET_RANDOM_TRAINS, 0);
Main.MainMenu.Items[2].Enabled = true;
Main.MainMenu.Items[2].Title = "Disconnect";
Main.MainSettingsMenu.Items[0].Enabled = Main.NpcsAllowed;
Main.MainChat.Init();
Main.MainPlayerList.Init(Main.MainSettings.Username);
// Send player connect packet
NetOutgoingMessage outgoingMessage = Client.CreateMessage();
new PlayerConnectPacket()
{
Player = Main.LocalPlayerID,
SocialClubName = string.Empty,
Username = string.Empty
}.PacketToNetOutGoingMessage(outgoingMessage);
Client.SendMessage(outgoingMessage, NetDeliveryMethod.ReliableOrdered);
Client.FlushSendQueue();
GTA.UI.Notification.Show("~g~Connected!");
}
break;
case NetConnectionStatus.Disconnected:
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GTA.UI.Notification.Show("~r~Disconnected: " + reason);
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// Reset all values
FullPlayerSync = true;
Main.NpcsAllowed = false;
if (Main.MainChat.Focused)
{
Main.MainChat.Focused = false;
}
Main.MainChat.Clear();
Main.MainMenu.Items[0].Enabled = true;
Main.MainMenu.Items[1].Enabled = true;
Main.MainMenu.Items[2].Enabled = true;
Main.MainMenu.Items[2].Title = "Connect";
Main.MainSettingsMenu.Items[0].Enabled = false;
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foreach (KeyValuePair<string, EntitiesPlayer> player in Main.Players)
{
if (player.Value.Character != null && player.Value.Character.Exists())
{
player.Value.Character.Kill();
player.Value.Character.Delete();
}
player.Value.PedBlip?.Delete();
}
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Main.Players.Clear();
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foreach (KeyValuePair<string, EntitiesNpc> npc in Main.Npcs)
{
if (npc.Value.Character != null && npc.Value.Character.Exists())
{
npc.Value.Character.Kill();
npc.Value.Character.Delete();
}
}
Main.Npcs.Clear();
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break;
}
break;
case NetIncomingMessageType.Data:
byte packetType = message.ReadByte();
Packet packet;
switch (packetType)
{
case (byte)PacketTypes.PlayerConnectPacket:
packet = new PlayerConnectPacket();
packet.NetIncomingMessageToPacket(message);
PlayerConnect((PlayerConnectPacket)packet);
break;
case (byte)PacketTypes.PlayerDisconnectPacket:
packet = new PlayerDisconnectPacket();
packet.NetIncomingMessageToPacket(message);
PlayerDisconnect((PlayerDisconnectPacket)packet);
break;
case (byte)PacketTypes.FullSyncPlayerPacket:
packet = new FullSyncPlayerPacket();
packet.NetIncomingMessageToPacket(message);
FullSyncPlayer((FullSyncPlayerPacket)packet);
break;
case (byte)PacketTypes.FullSyncNpcPacket:
packet = new FullSyncNpcPacket();
packet.NetIncomingMessageToPacket(message);
FullSyncNpc((FullSyncNpcPacket)packet);
break;
case (byte)PacketTypes.LightSyncPlayerPacket:
packet = new LightSyncPlayerPacket();
packet.NetIncomingMessageToPacket(message);
LightSyncPlayer((LightSyncPlayerPacket)packet);
break;
case (byte)PacketTypes.ChatMessagePacket:
packet = new ChatMessagePacket();
packet.NetIncomingMessageToPacket(message);
ChatMessagePacket chatMessagePacket = (ChatMessagePacket)packet;
Main.MainChat.AddMessage(chatMessagePacket.Username, chatMessagePacket.Message);
break;
}
break;
case NetIncomingMessageType.DebugMessage:
case NetIncomingMessageType.ErrorMessage:
case NetIncomingMessageType.WarningMessage:
case NetIncomingMessageType.VerboseDebugMessage:
break;
default:
break;
}
Client.Recycle(message);
}
}
#region GET
private void PlayerConnect(PlayerConnectPacket packet)
{
EntitiesPlayer player = new EntitiesPlayer()
{
SocialClubName = packet.SocialClubName,
Username = packet.Username
};
Main.Players.Add(packet.Player, player);
Main.MainPlayerList.Update(Main.Players, Main.MainSettings.Username);
}
private void PlayerDisconnect(PlayerDisconnectPacket packet)
{
if (Main.Players.ContainsKey(packet.Player))
{
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EntitiesPlayer player = Main.Players[packet.Player];
if (player.Character != null && player.Character.Exists())
{
player.Character.Kill();
player.Character.Delete();
}
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player.PedBlip?.Delete();
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Main.Players.Remove(packet.Player);
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}
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Main.MainPlayerList.Update(Main.Players, Main.MainSettings.Username);
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}
private void FullSyncPlayer(FullSyncPlayerPacket packet)
{
if (Main.Players.ContainsKey(packet.Player))
{
EntitiesPlayer player = Main.Players[packet.Player];
player.ModelHash = packet.ModelHash;
player.Props = packet.Props;
player.Health = packet.Health;
player.Position = packet.Position.ToVector();
player.Rotation = packet.Rotation.ToVector();
player.Velocity = packet.Velocity.ToVector();
player.Speed = packet.Speed;
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player.CurrentWeaponHash = packet.CurrentWeaponHash;
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player.AimCoords = packet.AimCoords.ToVector();
player.LastSyncWasFull = (packet.Flag.Value & (byte)PedDataFlags.LastSyncWasFull) > 0;
player.IsAiming = (packet.Flag.Value & (byte)PedDataFlags.IsAiming) > 0;
player.IsShooting = (packet.Flag.Value & (byte)PedDataFlags.IsShooting) > 0;
player.IsReloading = (packet.Flag.Value & (byte)PedDataFlags.IsReloading) > 0;
player.IsJumping = (packet.Flag.Value & (byte)PedDataFlags.IsJumping) > 0;
player.IsRagdoll = (packet.Flag.Value & (byte)PedDataFlags.IsRagdoll) > 0;
player.IsOnFire = (packet.Flag.Value & (byte)PedDataFlags.IsOnFire) > 0;
}
}
private void FullSyncNpc(FullSyncNpcPacket packet)
{
if (Main.Npcs.ContainsKey(packet.ID))
{
EntitiesNpc npc = Main.Npcs[packet.ID];
npc.LastUpdateReceived = Environment.TickCount;
npc.ModelHash = packet.ModelHash;
npc.Props = packet.Props;
npc.Health = packet.Health;
npc.Position = packet.Position.ToVector();
npc.Rotation = packet.Rotation.ToVector();
npc.Velocity = packet.Velocity.ToVector();
npc.Speed = packet.Speed;
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npc.CurrentWeaponHash = packet.CurrentWeaponHash;
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npc.AimCoords = packet.AimCoords.ToVector();
npc.LastSyncWasFull = (packet.Flag.Value & (byte)PedDataFlags.LastSyncWasFull) > 0;
npc.IsAiming = (packet.Flag.Value & (byte)PedDataFlags.IsAiming) > 0;
npc.IsShooting = (packet.Flag.Value & (byte)PedDataFlags.IsShooting) > 0;
npc.IsReloading = (packet.Flag.Value & (byte)PedDataFlags.IsReloading) > 0;
npc.IsJumping = (packet.Flag.Value & (byte)PedDataFlags.IsJumping) > 0;
npc.IsRagdoll = (packet.Flag.Value & (byte)PedDataFlags.IsRagdoll) > 0;
npc.IsOnFire = (packet.Flag.Value & (byte)PedDataFlags.IsOnFire) > 0;
}
else
{
Main.Npcs.Add(packet.ID, new EntitiesNpc()
{
LastUpdateReceived = Environment.TickCount,
ModelHash = packet.ModelHash,
Props = packet.Props,
Health = packet.Health,
Position = packet.Position.ToVector(),
Rotation = packet.Rotation.ToVector(),
Velocity = packet.Velocity.ToVector(),
Speed = packet.Speed,
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CurrentWeaponHash = packet.CurrentWeaponHash,
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AimCoords = packet.AimCoords.ToVector(),
LastSyncWasFull = (packet.Flag.Value & (byte)PedDataFlags.LastSyncWasFull) > 0,
IsAiming = (packet.Flag.Value & (byte)PedDataFlags.IsAiming) > 0,
IsShooting = (packet.Flag.Value & (byte)PedDataFlags.IsShooting) > 0,
IsReloading = (packet.Flag.Value & (byte)PedDataFlags.IsReloading) > 0,
IsJumping = (packet.Flag.Value & (byte)PedDataFlags.IsJumping) > 0,
IsRagdoll = (packet.Flag.Value & (byte)PedDataFlags.IsRagdoll) > 0,
IsOnFire = (packet.Flag.Value & (byte)PedDataFlags.IsOnFire) > 0
});
}
}
private void LightSyncPlayer(LightSyncPlayerPacket packet)
{
if (Main.Players.ContainsKey(packet.Player))
{
EntitiesPlayer player = Main.Players[packet.Player];
player.Health = packet.Health;
player.Position = packet.Position.ToVector();
player.Rotation = packet.Rotation.ToVector();
player.Velocity = packet.Velocity.ToVector();
player.Speed = packet.Speed;
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player.CurrentWeaponHash = packet.CurrentWeaponHash;
player.AimCoords = packet.AimCoords.ToVector();
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player.LastSyncWasFull = (packet.Flag.Value & (byte)PedDataFlags.LastSyncWasFull) > 0;
player.IsAiming = (packet.Flag.Value & (byte)PedDataFlags.IsAiming) > 0;
player.IsShooting = (packet.Flag.Value & (byte)PedDataFlags.IsShooting) > 0;
player.IsReloading = (packet.Flag.Value & (byte)PedDataFlags.IsReloading) > 0;
player.IsJumping = (packet.Flag.Value & (byte)PedDataFlags.IsJumping) > 0;
player.IsRagdoll = (packet.Flag.Value & (byte)PedDataFlags.IsRagdoll) > 0;
player.IsOnFire = (packet.Flag.Value & (byte)PedDataFlags.IsOnFire) > 0;
}
}
#endregion
#region SEND
private bool FullPlayerSync = true;
public void SendPlayerData()
{
Ped player = Game.Player.Character;
NetOutgoingMessage outgoingMessage = Client.CreateMessage();
if (FullPlayerSync)
{
new FullSyncPlayerPacket()
{
Player = Main.LocalPlayerID,
ModelHash = player.Model.Hash,
Props = Util.GetPedProps(player),
Health = player.Health,
Position = player.Position.ToLVector(),
Rotation = player.Rotation.ToLVector(),
Velocity = player.Velocity.ToLVector(),
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Speed = Util.GetPedSpeed(player),
AimCoords = Util.GetPedAimCoords(player, false).ToLVector(),
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CurrentWeaponHash = (int)player.Weapons.Current.Hash,
Flag = Util.GetPedFlags(player, true, true)
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}.PacketToNetOutGoingMessage(outgoingMessage);
}
else
{
new LightSyncPlayerPacket()
{
Player = Main.LocalPlayerID,
Health = player.Health,
Position = player.Position.ToLVector(),
Rotation = player.Rotation.ToLVector(),
Velocity = player.Velocity.ToLVector(),
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Speed = Util.GetPedSpeed(player),
AimCoords = Util.GetPedAimCoords(player, false).ToLVector(),
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CurrentWeaponHash = (int)player.Weapons.Current.Hash,
Flag = Util.GetPedFlags(player, false, true)
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}.PacketToNetOutGoingMessage(outgoingMessage);
}
Client.SendMessage(outgoingMessage, NetDeliveryMethod.ReliableOrdered);
Client.FlushSendQueue();
FullPlayerSync = !FullPlayerSync;
}
public void SendNpcData(Ped npc)
{
NetOutgoingMessage outgoingMessage = Client.CreateMessage();
new FullSyncNpcPacket()
{
ID = Main.LocalPlayerID + npc.Handle,
ModelHash = npc.Model.Hash,
Props = Util.GetPedProps(npc),
Health = npc.Health,
Position = npc.Position.ToLVector(),
Rotation = npc.Rotation.ToLVector(),
Velocity = npc.Velocity.ToLVector(),
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Speed = Util.GetPedSpeed(npc),
AimCoords = Util.GetPedAimCoords(npc, true).ToLVector(),
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CurrentWeaponHash = (int)npc.Weapons.Current.Hash,
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Flag = Util.GetPedFlags(npc, true)
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}.PacketToNetOutGoingMessage(outgoingMessage);
Client.SendMessage(outgoingMessage, NetDeliveryMethod.ReliableOrdered);
Client.FlushSendQueue();
}
public void SendChatMessage(string message)
{
NetOutgoingMessage outgoingMessage = Client.CreateMessage();
new ChatMessagePacket()
{
Username = Main.MainSettings.Username,
Message = message
}.PacketToNetOutGoingMessage(outgoingMessage);
Client.SendMessage(outgoingMessage, NetDeliveryMethod.ReliableOrdered);
Client.FlushSendQueue();
}
#endregion
}
}