Tuesday, June 28, 2011

Moving over to drupal

So I have been working with blogger for a while now but it has several limitations. It doesn't do well when working with code. It has some tags you can use to make your life a little easier or you can code the css, but it is still a pain. On top of that it has no way for me to put files up for download except if i upload them first. Lastly it is only good for blogging. I've had a web server up and running but only used it sparingly. Today I changed that. I installed drupal and have begun using it. I spent the night porting over all the tutorials and setting up the site and its ready to go now. It has all the same tutorials, but I will only be posting to it in the future. So if you please redirect your links and bookmarks to http://cjrgaming.com you will be taken to the new site. I continue to look forward to working more with Unity3d and doing client-server technology.

Friday, June 24, 2011

Foray into Photon - Part 17 - Extracting the SessionFactory

So it seems that somehow this part was deleted yesterday, so I'm reposting it again today. We will be moving the ISessionFactory out of AegisBornPeer and instead be putting it into its own Singleton and using the Factory Method for creating new sessions. Go ahead and open up AegisBornPeer and delete CreateSessionFactory, the SessionFactory property, and the initialization statement in the constructor. Next we will be creating a new class called NHibernateHelper. As I said before it will be using the Singleton and Factory Method patterns. Here is the entire class:


using FluentNHibernate.Cfg;
using FluentNHibernate.Cfg.Db;
using NHibernate;


namespace AegisBorn
{
    public class NHibernateHelper
    {
        private static ISessionFactory _sessionFactory;


        private static ISessionFactory SessionFactory
        {
            get
            {
                if (_sessionFactory == null)
                    InitializeSessionFactory();
                
                return _sessionFactory;
            }
        }


        private static void InitializeSessionFactory()
        {
            _sessionFactory = Fluently.Configure()
              .Database(
                MySQLConfiguration.Standard
                .ConnectionString(cs => cs.Server("localhost")
                .Database("cjrgam5_ab")
                .Username("cjrgam5_ab")
                .Password("user_ab1!")))
              .Mappings(m =>
                m.FluentMappings.AddFromAssemblyOf())
              .BuildSessionFactory();
        }


        public static ISession OpenSession()
        {
            return SessionFactory.OpenSession();
        }
    }
}

As you can see, the InitializeSessionFactory is almost exactly the same as CreateSessionFactory was except that we store the value locally in the singleton. Next you can see the factory method OpenSession that returns a new session to us. In AegisBornPeer you can replace the call to CreateSessionFactory with NHibernateHelper.OpenSession(); This also gives us the ability to use it in other listeners and not just the peer.

This lesson is rather small, next time we will be implementing the rest of the client side of the login by switching scenes and doing the setup necessary for the character select. Stay tuned.

Thursday, June 23, 2011

Foray into Photon - Part 16 - Gearing up for NHibernate

So today we are going to dive into NHibernate. NHibernate is the .NET implementation of Hibernate which we used in our SmartFoxServer implementation. Java had annotations which made it easier to work with for entities. We don't have the same luxury in .NET, but we do have an add-on called FluentNHibernate which extends NHibernate to allow us to easily define mappings without making .hbn.xml files for ever class. So first you will want to go to NHibernate Forge and pull down NH3.1.0. Then you will want to go to Fluent NHibernate and download version 1.2 for NHibernate 3.1. You will also want to go to MySQL and download the .NET driver for MySQL.

Once you have these downloaded, i created a folder called AegisBornLibs which contains any libraries we are going to use. Extract the 2 zip files to this folder. Then you will want to run the installer for the MySQL driver. Next we want to open the AegisBornPhoton project and add the .dlls to the AegisBorn project. The files we want are FluentNHibernate.dll, NHibernate.ByteCode.Castle.dll, and Required_Bins\NHibernate.dll

Once these references are added to our project we are going to create our first entity classes - SfGuardUser, AegisBornCharacter, and AegisBornUserProfile. Again these are just like the SmartFoxServer model classes. We will be creating these classes in a folder called Models\Base. Before I create them, I go ahead and set up a server connection in the server explorer. Once my connection is established I create the Models\Base and Models\Map directories in my solution. From there I create the above 3 classes and my first map file:


    public class SfGuardUser

    {
        public virtual int Id { get; set; }
        public virtual string Username { get; set; }
        public virtual string Password { get; set; }
        public virtual string Salt { get; set; }
    }



    public class AegisBornUserProfile
    {
        public virtual int Id { get; set; }
        public virtual SfGuardUser UserId { get; set; }
        public virtual int CharacterSlots { get; set; }
    }



    public class AegisBornCharacter
    {
        public virtual int Id { get; set; }
        public virtual SfGuardUser UserId { get; set; }
        public virtual string Name { get; set; }
        public virtual string Sex { get; set; }
        public virtual string Class { get; set; }
        public virtual int Level { get; set; }
        public virtual int PositionX { get; set; }
        public virtual int PositionY { get; set; }
    }


    public class SfGuardUserMap : ClassMap
    {
        public SfGuardUserMap()
        {
            Id(x => x.Id).Column("id");
            Map(x => x.Username).Column("username");
            Map(x => x.Password).Column("password");
            Map(x => x.Salt).Column("salt");
            Table("sf_guard_user");
        }
    }

I stopped after creating SfGuardUserMap because at this point I wanted to test my code and ensure that it all works. To do this I built my function in AegisBornPeer that handles the login call. It looks like this:


        public ISessionFactory SessionFactory { get; set; }


        [Operation(OperationCode = (byte)OperationCode.Login)]
        public OperationResponse OperationLogin(Peer peer, OperationRequest request)
        {
            var operation = new LoginSecurely(request);
            if(!operation.IsValid)
            {
                return new OperationResponse(request, (int)ErrorCode.InvalidOperationParameter, operation.GetErrorMessage());
            }


            // Attempt to get user from db and check password.
            try
            {
                using (var session = SessionFactory.OpenSession())
                {
                    using (var transaction = session.BeginTransaction())
                    {
                        var user = session.CreateCriteria(typeof(SfGuardUser), "sf").Add(Restrictions.Eq("sf.Username", operation.UserName)).UniqueResult();


                        var sha1 = SHA1CryptoServiceProvider.Create();


                        var hash = BitConverter.ToString(sha1.ComputeHash(Encoding.UTF8.GetBytes(user.Salt + operation.Password))).Replace("-", "");


                        transaction.Commit();


                        if (String.Equals(hash.Trim(), user.Password.Trim(), StringComparison.OrdinalIgnoreCase))
                        {
                            return operation.GetOperationResponse(0, "OK");
                        }
                    }
                }
            }

            catch (Exception)
            {
                // Do nothing because we are about to throw them out anyway.
            }


            peer.PublishOperationResponse(new OperationResponse(request, (int)ErrorCode.InvalidUserPass, "The Username or Password is incorrect"));
            peer.DisconnectByOtherPeer(this, request);
            return null;
        }



        private static ISessionFactory CreateSessionFactory()
        {
            return Fluently.Configure()
              .Database(
                MySQLConfiguration.Standard
                .ConnectionString(cs => cs.Server("localhost")
                .Database("cjrgam5_ab")
                .Username("cjrgam5_ab")
                .Password("user_ab1!")))
              .Mappings(m =>
                m.FluentMappings.AddFromAssemblyOf())
              .BuildSessionFactory();
        }

The CreateSessionFactory function is only in this file while I test this code. Next post we will be extracting it into a helper class that will Lazy create the connection the first time we try to access the database. For more information on the configuration jump on over to http://wiki.fluentnhibernate.org/Database_configuration where you can see what each piece does. As for the Operation handler, we first make sure the operation is valid, meaning it has UserName and Password fields. After that we are following NHibernate's process for accessing the database, we create a session, then a transaction, then our query. Our query looks up the SfGuardUser by username and then rebuilds the password using the salt and our provided password and running it through an SHA1 digest. If the password isn't correct or there is no user, we throw errors. 

The last changes we are going to make are to create a new error code called InvalidUserPass:

        ///
        /// The username or password isn't correct, don't let them log in.
        ///
        InvalidUserPass,

Now we have the catch and final returns to pass an InvalidUserPass error so the user doesn't know if they exist or not which will help with hacking attempts. We also kick them off the server, a handy feature.

So thats all this time. Next time we will make a helper class for NHibernate's session factory. Until then, enjoy!

Wednesday, June 22, 2011

Foray into Photon - Part 15 - LoginOperation client side

This time around we are going to create our first real operation. I am going to start off in the AegisBornCommon project as we need to add some data there first. First we need to pull up the OperationCode.cs file. We are going to add a new operation code. In projects past, I tend to lump messages into groups. It makes it easier to know what type of message you are working with if you have your codes in groups. For this instance we are going to take numbers 100-110 for any operations before we are fully in the game. Exit Games uses some numbers for their own special operations and parameters. They have stated that operations 100 and up and Parameters 61 and up are open so for now just add this after Nil,

        /// <summary>
        /// Login to the server
        /// </summary>
        Login = 100,

Next we need to add our parameter codes after DebugMessage in ParameterCode.cs:

        /// <summary>
        /// The player's username
        /// </summary>
        UserName = 70,

        /// <summary>
        /// The player's password
        /// </summary>
        Password = 71,

Now that we have our operation code and parameter code, we can recompile the Common project and make sure it is in the same directory as our AegisBorn3dPhoton project so that Unity3d can use it. Now if you read through the SmartFoxServer blog posts, you'll know I hate building stuff manually, meaning if I'm going to build a message to send to a server, I build it in a class/function so that I don't accidentally have 15 versions floating around in code. Exit Games did this nicely with a static class called Operations. However, I feel lumping them all into the same class defeats the purpose of a class. So I'm going to build a file called LoginOperations and I'm going to put it in a directory called _Operations under _Scripts:

using System.Collections;
using AegisBornCommon;

public static class LoginOperations
{
    public static void Login(Game game, string username, string password)
    {
        var vartable = new Hashtable
                           {
                               {(byte) ParameterCode.UserName, username},
                               {(byte) ParameterCode.Password, password}
                           };

        game.SendOp(OperationCode.Login, vartable, true, 0, true);
    }
}

And that will now send the login operation to the server. Next we are going to grab our old GUI code from the SmartFoxServer code and put it into the Login.cs OnGUI with some minor modifications:

    private Game _engine;


    void Start()
    {
        _engine = MMOEngine.Engine;
        _engine.afterKeysExchanged += AfterKeysExchanged;
    }


    private string _username = "";
    private string _password = "";


    void OnGUI()
    {


        GUI.Label(new Rect(10, 116, 100, 100), "Userame: ");
        _username = GUI.TextField(new Rect(100, 116, 200, 20), _username, 25);
        GUI.Label(new Rect(10, 141, 100, 100), "Password: ");
        _password = GUI.PasswordField(new Rect(100, 141, 200, 20), _password, '*', 25);


        GUI.Label(new Rect(10, 225, 400, 100), _engine.State.ToString());


        if (GUI.Button(new Rect(100, 165, 100, 25), "Login") || (Event.current.type == EventType.keyDown && Event.current.character == '\n'))
        {
            var peer = new PhotonPeer(_engine, false);


            _engine.Initialize(peer, "localhost:5055", "AegisBorn");
        }
        if (GUI.Button(new Rect(100, 195, 100, 25), "Logout"))
        {
            _engine.SetDisconnected(0);
        }
    }


    public void AfterKeysExchanged()
    {
        LoginOperations.Login(_engine, _username, _password);
    }

With encryption in place, we are now sending the server our username and password encrypted. The server will only send a response stating that it got the message. 


If you were to run the program at this point, you will see that we have our login screen, when you click Login you will see the state transfer from Disconnected to WaitingForConnect to Connected. The log should have a message stating connected and then Keys Exchanged and then an unknown response to our Login operation.


Next time we will look into modifying the server with NHibernate to begin looking up our data and checking our login information.


As an aside, I've joined Empire Avenue. {EAV_BLOG_VER:caf99dc9611a09b5}

Foray into Photon - Part 14 - Migrating to Operation and Event Handlers

So before we get into creating and sending the Login operation we are going to modify our GameStates to have a dictionary of OperationHandlers and EventHandlers. But first we need a set of objects to base our handlers off of. I began by opening Unity3d and creating a new folder called _Handlers. Inside that folder I created a folder called Operations and another one called Events. In Operations I created a new class called IOperationHandler and it looks like this:


using System.Collections;
using AegisBornCommon;


public abstract class IOperationHandler
{
    public delegate void BeforeMessageRecieved();
    public BeforeMessageRecieved beforeMessageRecieved;


    public delegate void AfterMessageRecieved();
    public AfterMessageRecieved afterMessageRecieved;


    public void HandleMessage(Game gameLogic, OperationCode operationCode, int returnCode, Hashtable returnValues)
    {
        if (beforeMessageRecieved != null)
        {
            beforeMessageRecieved();
        }
        OnHandleMessage(gameLogic, operationCode, returnCode, returnValues);
        if (afterMessageRecieved != null)
        {
            afterMessageRecieved();
        }
    }


    public abstract void OnHandleMessage(Game gameLogic, OperationCode operationCode, int returnCode, Hashtable returnValues);
}


If you notice, this class is exactly like our IMessageHandler from the SmartFoxProject. The only difference is the HandleMessage and OnHandleMessage where we pass along the game, the op code, the return code and the table of values.


Then we need to wire in the handlers to the IGameState:


    Dictionary OperationHandlers { get; }

This means we need to change our Disconnected and WaitingForConnect to include the following:

    public Dictionary OperationHandlers
    {
        get { throw new NotImplementedException(); }
    }

So we will get an error if Disconnected or WaitingForConnect tries to load our handlers. Next we need Connected to be modified. Here we will create a real dictionary and set it up:

    private readonly Dictionary _handlers;
    public Dictionary OperationHandlers
    {
        get { return _handlers; }
    }

    public Connected()
    {
        _handlers = new Dictionary();
        // Add handlers here
        var keyHandler = new ExchangeKeysHandler();
        _handlers.Add(OperationCode.ExchangeKeysForEncryption, keyHandler);
    }

So here we have created our handler dictionary and added a new class that we haven't created yet called ExchangeKeysHandler. The last thing we are going to do before we create this new class is make the modifications to look through our list of handlers and attempt to find one to handle this method:

    public void OnOperationReturn(Game gameLogic, OperationCode operationCode, int returnCode, Hashtable returnValues)
    {
        IOperationHandler handler;

        if (_handlers.TryGetValue(operationCode, out handler))
        {
            handler.HandleMessage(gameLogic, operationCode, returnCode, returnValues);
        }
        else
        {
            gameLogic.OnUnexpectedPhotonReturn(returnCode, operationCode, returnValues);
        }
    }

This code does like it does in the SmartFox code, it attempts to find a handler and if one isn't found, we get an unexpected return which prints a message in our debug stating that we couldn't handle it.

So now we need to build our ExchangeKeysHandler class which we will create in the Operations folder under _Handlers:

using System.Collections;
using AegisBornCommon;

public class ExchangeKeysHandler : IOperationHandler
{
    public override void OnHandleMessage(Game gameLogic, OperationCode operationCode, int returnCode, Hashtable returnValues)
    {
        gameLogic.Peer.DeriveSharedKey((byte[])returnValues[(byte)ParameterCode.ServerKey]);
        gameLogic.NotifyKeysExchanged();
    }
}

This contains the code that was originally in the switch statement with the exception of the handled boolean to tell us we handled it.

Now we can handle messages in any of our IGameStates by creating a new class of type IOperationHandler and adding it to our list of handlers in our game state. Again, if you are interested, this is already checked into the github repository, which has now been split between the smartfox and photon versions. Links are in the right hand column.

Foray into Photon - Part 13 - Exchanging keys for encryption

So before we create our login, we need to take the time to handle encryption. There are several file modifications we must perform to pass along when we want to encrypt an operation. We begin with IGameState. The last function is SendOperation, this now changes to:


    void SendOperation(Game gameLogic, OperationCode operationCode, Hashtable parameter, bool sendReliable, byte channelId, bool encrypt);

Because of this change we have to modify Disconnected, WaitingForConnect, and Connected. Modify each of those classes so they also have bool encrypt at the end. Lastly we need to modify the code inside Connected.SendOperation to be the following:

    public void SendOperation(Game gameLogic, AegisBornCommon.OperationCode operationCode, System.Collections.Hashtable parameter, bool sendReliable, byte channelId, bool encrypt)
    {
        gameLogic.Peer.OpCustom((byte)operationCode, parameter, sendReliable, channelId, encrypt);
    }

Disconnected and WaitingForConnect only need the first change because they have no code in send operation.

With this change in place we need to modify Game.SendOp to pass along an encrypt:

    public void SendOp(OperationCode operationCode, Hashtable parameter, bool sendReliable, byte channelId, bool encrypt)
    {
        _stateStrategy.SendOperation(this, operationCode, parameter, sendReliable, channelId, encrypt);
    }

Now that we are set up to pass along encrypted messages, we need to exchange keys with the server. The best place for this would be in Game.SetConnected because it ensures we are connected to the server and we can handle the response in Connected's handling code. Here is the new function:

    public void SetConnected()
    {
        _stateStrategy = Connected.Instance;
        _listener.OnConnect(this);
        _peer.OpExchangeKeysForEncryption();
    }

    public delegate void AfterKeysExchanged();
    public AfterKeysExchanged afterKeysExchanged;

    public void NotifyKeysExchanged()
    {
        if (afterKeysExchanged != null)
        {
            afterKeysExchanged();
        }
        _listener.LogInfo(this, "Keys successfully exchanged");
    }

In Connected.cs we need to handle the response as it comes back from the server in OnOperationResponse:

        var handled = false;

        switch(operationCode)
        {
            case OperationCode.ExchangeKeysForEncryption:
                gameLogic.Peer.DeriveSharedKey((byte[])returnValues[(byte)ParameterCode.ServerKey]);
                gameLogic.NotifyKeysExchanged();
                handled = true;
                break;
        }

        if (!handled)
        {
            gameLogic.OnUnexpectedPhotonReturn(returnCode, operationCode, returnValues);
        }

At this point you will notice we need to add a few things to AegisBornCommon. Lets do that now. In OperationCode.cs we need to add the ExchangeKeysForEncryption code:

        ///
        /// Code for exchanging keys using PhotonPeer.OpExchangeKeysForEncryption
        ///
        ExchangeKeysForEncryption = 95,

Then we need to add a couple values to the ParameterCode.cs file:

        ///
        /// Client key parameter used to establish secure communication.
        ///
        ClientKey = 16,

        ///
        /// Server key parameter used to establish secure communication.
        ///
        ServerKey = 17,

Once you recompile and ensure the new dll is in the Plugins directory in your Unity3d project the compile errors will disappear and you will be ready to implement the server portion of our key exchange.

First we need to create an operation to handle the exchange. I created a folder in AegisBorn called Operations and inside I created the EstablishSecureCommunicationOperation:

using AegisBornCommon;
using Photon.SocketServer;
using Photon.SocketServer.Rpc;

public class EstablishSecureCommunicationOperation : Operation
{
    public EstablishSecureCommunicationOperation(OperationRequest operationRequest)
        : base(operationRequest)
    {
    }

    ///
    /// Gets or sets the clients public key.
    ///
    [RequestParameter(Code = (short)ParameterCode.ClientKey, IsOptional = false)]
    public byte[] ClientKey { get; set; }

    ///
    /// Gets or sets the servers public key.
    ///
    [ResponseParameter(Code = (short)ParameterCode.ServerKey, IsOptional = false)]
    public byte[] ServerKey { get; set; }
}

This class' job is to take the information from the client, create a key, and send back a key to the client that the client will use when sending encrypted messages. Next we need to add our code to the dispatcher AegisBornPeer:

        [Operation(OperationCode = (byte)OperationCode.ExchangeKeysForEncryption)]
        public OperationResponse OperationKeyExchange(Peer peer, OperationRequest request)
        {
            var operation = new EstablishSecureCommunicationOperation(request);
            if (operation.IsValid == false)
            {
                return new OperationResponse(request, (int)ErrorCode.InvalidOperationParameter, operation.GetErrorMessage());
            }

            // initialize the peer to support encrytion
            operation.ServerKey = peer.PhotonPeer.InitializeEncryption(operation.ClientKey);

            // publish the servers public key to the client
            return operation.GetOperationResponse(0, "OK");
        }

Thanks to the work we did earlier, this operation is automatically handled. It initializes the encryption and returns an OK response to the client. At this time I also went ahead and added the following code to the ErrorCode.cs file which comes directly from the Exit Games Demo:

        ///
        /// The parameter out of range.
        ///
        ParameterOutOfRange = 51,

        ///
        /// The operation not supported.
        ///
        OperationNotSupported,

        ///
        /// The invalid operation parameter.
        ///
        InvalidOperationParameter,

        ///
        /// The invalid operation.
        ///
        InvalidOperation, 

With all this in place, when you click connect, you will get a message says Keys successfully exchanged. At this point we are ready to send an encrypted message to the server. You will notice that I used a switch statement in Connected.OnOperationResponse. We will be removing this and adding Operation Handlers in the near future. If you pull down the latest GitHub code, I already have them in place as well as what we will cover in the next blog, which is sending a login operation.

Tuesday, June 21, 2011

Foray into Photon - Part 12 - Seperating the Engine from the GUI

So today I hope to walk through the code necessary to log in. We are going to start with the client code as that is probably the easiest to work with. The first thing I want to do is separate the the IGameListener from the GUI login code. This is because we don't want to keep creating listeners that contain the same code. So lets go ahead and create a new script called MMOEngine and keep the Login script. Here is the MMOEngine code - it is basically all the code from login except the OnGUI code, the Start function is now Awake and the Game variable is now static:


using System;
using ExitGames.Client.Photon;
using UnityEngine;


public class MMOEngine : MonoBehaviour, IGameListener
{

    private static Game _engine;


    public static Game Engine
    {
        get { return _engine; }   
    }


    // Use this for initialization
    void Awake()
    {
        Application.runInBackground = true;
        _engine = new Game(this);
    }


    // Update is called once per frame
    void Update()
    {
        try
        {
            _engine.Update();
        }
        catch (Exception e)
        {
            Debug.Log(e);
        }
    }


    ///


    /// The on application quit.
    ///

    public void OnApplicationQuit()
    {
        try
        {
            _engine.Disconnect();
        }
        catch (Exception e)
        {
            Debug.Log(e);
        }
    }


    #region Inherited Interfaces


    #region IGameListener
    public bool IsDebugLogEnabled
    {
        get { return true; }
    }


    public void LogDebug(Game game, string message)
    {
        Debug.Log(message);
    }


    public void LogError(Game game, string message)
    {
        Debug.Log(message);
    }


    public void LogError(Game game, Exception exception)
    {
        Debug.Log(exception.ToString());
    }


    public void LogInfo(Game game, string message)
    {
        Debug.Log(message);
    }


    public void OnConnect(Game game)
    {
        Debug.Log("connected");
    }


    public void OnDisconnect(Game game, StatusCode returnCode)
    {
        Debug.Log("disconnected");
    }


    #endregion


    #endregion
}

The new code for Login.cs is this:


using System.Collections;
using UnityEngine;
using ExitGames.Client.Photon;
using AegisBornCommon;


public class Login : MonoBehaviour
{

    private Game _engine;


    public void Start()
    {
        _engine = MMOEngine.Engine;
    }


    public void OnGUI()
    {
        if (GUI.Button(new Rect(100, 60, 100, 30), "Connect"))
        {
            var peer = new PhotonPeer(_engine, false);


            _engine.Initialize(peer, "localhost:5055", "AegisBorn");
        }
        if (GUI.Button(new Rect(200, 60, 100, 30), "Send Operation"))
        {
            _engine.SendOp((OperationCode)100, new Hashtable(), false, 0);
        }
        GUI.Label(new Rect(100, 100, 300, 300), _engine.State.ToString());
    }
}

Now that we have them separated, we want to create a new game object called MMOEngine and attach our script to it. This now makes it like our SmartFoxServer code where we had the connection handler get a connection to the SmartFoxConnection class.

Nothing too dramatic this time. Next time we will be pulling over our GUI code from our other project and sending an operation that asks to log in. Enjoy!

Saturday, June 18, 2011

Foray into Photon - Part 11 - WaitingForConnect and Connected

In our last post, the Disconnected state really didn't do anything more than report errors. It isn't very helpful in terms of doing anything for us. This time we will be creating our Waiting for Connect which again doesn't do anything different from Disconnected except call Service in the OnUpdate and let us know when we are connected. So lets take a look at it:


using AegisBornCommon;
using ExitGames.Client.Photon;


public class WaitingForConnect : IGameState
{


    public static readonly IGameState Instance = new WaitingForConnect();


    public GameState State
    {
        get { return GameState.WaitingForConnect; }
    }


    public void OnEventReceive(Game gameLogic, AegisBornCommon.EventCode eventCode, System.Collections.Hashtable eventData)
    {
        gameLogic.OnUnexpectedEventReceive(eventCode, eventData);
    }


    public void OnOperationReturn(Game gameLogic, AegisBornCommon.OperationCode operationCode, int returnCode, System.Collections.Hashtable returnValues)
    {
        gameLogic.OnUnexpectedPhotonReturn(returnCode, operationCode, returnValues);
    }


    public void OnPeerStatusCallback(Game gameLogic, ExitGames.Client.Photon.StatusCode returnCode)
    {
        switch (returnCode)
        {
            case StatusCode.Connect:
                {
                    gameLogic.SetConnected();
                    break;
                }


            case StatusCode.Disconnect:
            case StatusCode.DisconnectByServer:
            case StatusCode.DisconnectByServerLogic:
            case StatusCode.DisconnectByServerUserLimit:
            case StatusCode.TimeoutDisconnect:
                {
                    gameLogic.SetDisconnected(returnCode);
                    break;
                }


            default:
                {
                    gameLogic.OnUnexpectedPhotonReturn((int)returnCode, OperationCode.Nil, null);
                    break;
                }
        }
    }


    public void OnUpdate(Game gameLogic)
    {
        gameLogic.Peer.Service();
    }


    public void SendOperation(Game gameLogic, AegisBornCommon.OperationCode operationCode, System.Collections.Hashtable parameter, bool sendReliable, byte channelId)
    {
    }
}

It uses 2 new functions we need to add to Game, SetConnected and SetDisconnected. These functions set the state of Game to Connected and Disconnected, respectively. Open up Game.cs and add them real quick:

    public void SetConnected()
    {
        _stateStrategy = Connected.Instance;
    }

    public void SetDisconnected(StatusCode returnCode)
    {
        _stateStrategy = Disconnected.Instance;
    }

Next we are going to add the last piece to begin our connect phase. To do this, go into Game.Initialize and add the following line before the Peer.Connect:

        _stateStrategy = WaitingForConnect.Instance;

Once this is done, Initialize will connect to the server. When the callback gets called because our status changes, it sets the strategy to Connected. The reason we are going with connected is because we need a state that is between waiting for a connection and being logged in. Here is the code for Connected:


using AegisBornCommon;
using ExitGames.Client.Photon;


public class Connected : IGameState
{


    public static readonly IGameState Instance = new Connected();


    public GameState State
    {
        get { return GameState.Connected; }
    }


    public void OnEventReceive(Game gameLogic, AegisBornCommon.EventCode eventCode, System.Collections.Hashtable eventData)
    {
        gameLogic.OnUnexpectedEventReceive(eventCode, eventData);
    }


    public void OnOperationReturn(Game gameLogic, AegisBornCommon.OperationCode operationCode, int returnCode, System.Collections.Hashtable returnValues)
    {
        gameLogic.OnUnexpectedPhotonReturn(returnCode, operationCode, returnValues);
    }


    public void OnPeerStatusCallback(Game gameLogic, ExitGames.Client.Photon.StatusCode returnCode)
    {
        switch (returnCode)
        {
            case StatusCode.Disconnect:
            case StatusCode.DisconnectByServer:
            case StatusCode.DisconnectByServerLogic:
            case StatusCode.DisconnectByServerUserLimit:
            case StatusCode.TimeoutDisconnect:
                {
                    gameLogic.SetDisconnected(returnCode);
                    break;
                }


            default:
                {
                    gameLogic.OnUnexpectedPhotonReturn((int)returnCode, OperationCode.Nil, null);
                    break;
                }
        }
    }


    public void OnUpdate(Game gameLogic)
    {
        gameLogic.Peer.Service();
    }


    public void SendOperation(Game gameLogic, AegisBornCommon.OperationCode operationCode, System.Collections.Hashtable parameter, bool sendReliable, byte channelId)
    {
        gameLogic.Peer.OpCustom((byte)operationCode, parameter, sendReliable, channelId);
    }
}


I made a couple minor modifications to my code in Game.cs and Login.cs. I removed the status and added a new property that adds the state. I added this code to Game.cs:


    public GameState State
    {
        get
        {
            return _stateStrategy.State;
        }
    }

Then I went into Login.cs and modified the OnGUI line for the label and made it:

        GUI.Label(new Rect(100, 100, 300, 300), _engine.State.ToString());

So now it uses the engine's state to display if we are disconnected, waiting for connection, or connected. If you press the operation button it sends operation 100 like we did before and we get an unexpected return because we didn't implement that portion into the connect class.

With those changes, we are caught up to my check in. This covers the majority of the functionality of the demo in terms of patterns and design. From here on out we are going to modify how things are done to rebuild what we built in SmartFoxServer by making the server look up our user data and allow logins and follow through character select. Next time we will look at modifying Connected to pass our login data and begin getting the operation on the server side. See you then!