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server.js
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const net = require('net');
const SocketManager = require('./SocketManager');
const { ByteReader } = require('./Network');
const { broadcast } = require('./utils/socket');
const MessageType = require('./enums/MessageType');
const {
sendClientID,
synchronizeNetworkObjects,
destroyNetworkObjects,
parseInstantiate,
parseSyncTransform
} = require('./handleMessage');
let socketCounter = 0; // This value will use for distinguish client for each transmission
const server = net.createServer(function (socket) {
socket.name = socket.remoteAddress + ":" + socket.remotePort;
socket.clientID = socketCounter++;
socket.syncCount = 0; // Check for Sync Network Object Instantiation
SocketManager.addSocket(socket);
console.log('New Client Connected: ' + socket.name);
console.log('Assigned ID: ' + socket.clientID);
// Send Client ID to client
sendClientID(socket);
socket.on('data', function (data) {
const byteReader = new ByteReader(data);
const messageType = byteReader.readByte();
const clientID = byteReader.readInt();
if (messageType !== MessageType.SyncTransform) {
console.log(`Receive Message\nMessageType: ${messageType}\nClientID: ${clientID}`);
}
// Dispatch Message
switch (messageType) {
case MessageType.ClientRequestObjectSync:
synchronizeNetworkObjects(socket);
break;
case MessageType.Instantiate:
parseInstantiate(socket, data);
break;
case MessageType.SyncTransform:
parseSyncTransform(socket, data);
break;
default:
console.log('Invalid Message Type!');
return;
}
});
socket.on('end', function () {
console.log(`Client ${socket.clientID} Left.`);
destroyNetworkObjects(socket);
SocketManager.removeSocket(socket);
});
socket.on('error', function (err) {
console.log('Error', err);
if (err.code === 'ECONNRESET') {
socket.emit('end');
}
});
});
server.listen(1337, () => console.log('Node.js TCP Server for Unity Multiplayer listening on port 1337...'));