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Небольшой пример чата с авторизацией через S:NET.
Спасибо гению @neverlane за "порт" S:NET на ts: https://github.com/neverlane/node-snet (накидайте звездочек моей малыхе).
Изначально хотел сделать игру Dolbaeb Online (аналог дурака онлайн), но стало лень.
Спасибо гению @neverlane за "порт" S:NET на ts: https://github.com/neverlane/node-snet (накидайте звездочек моей малыхе).
Изначально хотел сделать игру Dolbaeb Online (аналог дурака онлайн), но стало лень.
TypeScript:
import { SNetServer, BitStream, SNET_PRIORITES } from './snet';
const server = new SNetServer({ port: 11321 });
server.on('ready', () => {
console.log('@server: started');
});
enum Packet {
Ping,
Pong,
Registration,
RegistrationResponse,
Login,
LoginResponse,
SendMessage,
NewMessage,
UserJoin,
UserQuit
};
interface User {
login: string,
password: string,
avatarUrl?: string
};
interface Message {
author: string,
text: string,
timestamp: number
}
const users: Record<string, User> = {};
const chat: Message[] = [];
server.on('onReceivePacket', async (id, bs, ip, port) => {
if (id == Packet.Ping) {
const bs = new BitStream();
bs.writeInt8(4);
bs.writeString('Pong');
server.send(Packet.Pong, bs, SNET_PRIORITES.SYSTEM, ip, port);
} else if (id == Packet.Registration) {
const login = bs.readString(bs.readInt16());
const password = bs.readString(bs.readInt16());
const status = users[login] == undefined && password.length > 3
if (status) {
const joinNotification = new BitStream();
joinNotification.writeInt16(login.length);
joinNotification.writeString(login);
server.sendAll(Packet.UserJoin, joinNotification, SNET_PRIORITES.HIGH);
users[login] = {
login: login,
password: password,
};
// send all chat history
for (const message of chat) {
const msg = new BitStream();
msg.writeInt32(message.text.length);
msg.writeString(message.text);
msg.writeInt16(message.author.length);
msg.writeString(message.author);
msg.writeInt32(message.timestamp);
msg.writeBoolean(true);
server.send(Packet.NewMessage, msg, SNET_PRIORITES.HIGH, ip, port);
};
};
const response = new BitStream();
response.writeBoolean(status);
response.writeInt16(login.length);
response.writeString(login);
console.log(login)
return server.send(Packet.RegistrationResponse, response, SNET_PRIORITES.SYSTEM, ip, port);
} else if (id == Packet.Login) {
const login = bs.readString(bs.readInt16());
const password = bs.readString(bs.readInt16());
const status = users?.[login]?.password == password;
console.log(`[AUTH] Login: ${login} Password: ${password} Status: ${status}`);
if (status) {
const joinNotification = new BitStream();
joinNotification.writeInt16(login.length);
joinNotification.writeString(login);
server.sendAll(Packet.UserJoin, joinNotification, SNET_PRIORITES.HIGH);
};
const response = new BitStream();
response.writeBoolean(status);
response.writeInt16(login.length);
response.writeString(login);
response.writeInt16(password.length);
response.writeString(password);
return server.send(Packet.LoginResponse, response, SNET_PRIORITES.SYSTEM, ip, port);
} else if (id == Packet.SendMessage) {
const text = bs.readString(bs.readUInt32());
const sender = bs.readString(bs.readUInt16());
const timestamp = bs.readInt32();
console.log(`[${timestamp}] ${sender}: ${text}`);
chat.push({
text: text,
author: sender,
timestamp: timestamp
});
return server.sendAll(Packet.NewMessage, bs, SNET_PRIORITES.HIGH);
} else if (id == Packet.UserQuit) {
return server.sendAll(Packet.UserQuit, bs, SNET_PRIORITES.HIGH);
};
});
Lua:
script_name('S:NET Chat');
script_author('chapo', 'neverlane')
local ffi = require('ffi');
local inicfg = require('inicfg');
local directIni = 'SNetChat.ini';
local ini = inicfg.load({main = { login = '', password = '', autologin = false }}, directIni);
inicfg.save(ini, directIni);
local imgui = require('mimgui');
local snet = require('snet');
local SNetClient, bstream = snet.client('127.0.0.1', 11321), snet.bstream;
local Packet = {
Ping = 0,
Pong = 1,
Registration = 2,
RegistrationResponse = 3,
Login = 4,
LoginResponse = 5,
SendMessage = 6,
NewMessage = 7,
UserJoin = 8,
UserQuit = 9
};
local Page = {
Registration = 0,
Login = 1,
Chat = 2
};
local input = {
login = imgui.new.char[32](''),
password = imgui.new.char[32](''),
chat = imgui.new.char[128]('')
};
local loggedIn, myLogin, page, chat = false, 'NONE', Page.Login, {};
local renderWindow = imgui.new.bool(false);
SNetClient:add_event_handler('onReceivePacket', function(id, bs)
if (id == Packet.RegistrationResponse or id == Packet.LoginResponse) then
local status = bs:read(BS_BOOLEAN);
sampAddChatMessage('status '..tostring(status), -1)
local login = bs:read(BS_STRING, bs:read(BS_INT16));
local password = bs:read(BS_STRING, bs:read(BS_INT16));
if (page == Page.Registration or page == Page.Login) then
sampAddChatMessage(status and (id == Packet.LoginResponse and 'Вы успешно авторизовались!' or 'Регистрация прошла успешно!') or (id == Packet.LoginResponse and 'Ошибка, такой аккаунт не найден или пароль неверен' or 'Ошибка, такой пользователь уже зарегестрирован или пароль слишком короткий'), -1)
if (status) then
ini.main.login = login;
ini.main.password = password;
loggedIn, myLogin, page = true, login, Page.Chat;
--// send join notification
local bs = bstream.new();
bs:write(BS_INT16, #login)
bs:write(BS_STRING, login)
SNetClient:send(Packet.UserJoin, bs, SNET_SYSTEM_PRIORITY)
else
page = Page.Login;
renderWindow[0] = true;
end
ini.main.autologin = status
inicfg.save(ini, directIni);
end
elseif (id == Packet.NewMessage) then
local text = bs:read(BS_STRING, bs:read(BS_INT32));
local sender = bs:read(BS_STRING, bs:read(BS_INT16));
local timestamp = bs:read(BS_INT32);
local dontAddToChat = bs:read(BS_BOOLEAN);
table.insert(chat, {
text = text,
sender = sender,
timestamp = timestamp
});
if (dontAddToChat) then return end
sampAddChatMessage(('S:Chat > %s: %s'):format(sender, text), -1);
elseif (id == Packet.UserJoin or id == Packet.UserQuit) then
local name = bs:read(BS_STRING, bs:read(BS_INT16));
sampAddChatMessage('SC > (system) user '..(id == Packet.UserJoin and 'join' or 'quit')..': '..name, -1);
end
end)
addEventHandler('onScriptTerminate', function(scr, quitGame)
if (scr == thisScript() and loggedIn) then
local bs = bstream.new();
bs:write(BS_INT16, #myLogin);
bs:write(BS_STRING, myLogin);
SNetClient:send(Packet.UserQuit, bs, SNET_SYSTEM_PRIORITY)
end
end)
function sendMessage(msg)
if not loggedIn then
return sampAddChatMessage('S:Chat > (system) Error, you are not logged in! Use /schat to log in', -1)
end
local bs = bstream.new();
bs:write(BS_INT32, #msg);
bs:write(BS_STRING, msg);
bs:write(BS_INT16, #myLogin);
bs:write(BS_STRING, myLogin);
bs:write(BS_INT32, os.time());
bs:write(BS_BOOLEAN, false);
SNetClient:send(Packet.SendMessage, bs, SNET_SYSTEM_PRIORITY);
end
function main()
while not isSampAvailable() do wait(0) end
sampRegisterChatCommand('sc', sendMessage);
sampRegisterChatCommand('schat', function()
renderWindow[0] = not renderWindow[0];
end);
if (ini.main.autologin) then
local bs = bstream.new();
--// login
bs:write(BS_INT16, #ini.main.login);
bs:write(BS_STRING, ini.main.login);
--// password
bs:write(BS_INT16, #ini.main.password);
bs:write(BS_STRING, ini.main.password);
SNetClient:send(Packet.Login, bs, SNET_SYSTEM_PRIORITY);
end
while true do
wait(0);
SNetClient:process();
end
end
imgui.OnInitialize(function()
imgui.GetStyle().WindowPadding = imgui.ImVec2(5, 5);
end)
local newFrame = imgui.OnFrame(
function() return renderWindow[0] end,
function(this)
local res, size = imgui.ImVec2(getScreenResolution()), imgui.ImVec2(300, 300);
imgui.SetNextWindowPos(imgui.ImVec2(res.x / 2, res.y / 2), imgui.Cond.FirstUseEver, imgui.ImVec2(0.5, 0.5));
imgui.SetNextWindowSize(page == Page.Chat and size or imgui.ImVec2(300, 160), page == Page.Chat and imgui.Cond.FirstUseEver or imgui.Cond.Always);
if imgui.Begin('S:NET Chat', renderWindow, (page == Page.Chat and 0 or imgui.WindowFlags.NoResize)) then
local size = imgui.GetWindowSize();
if (page == Page.Registration or page == Page.Login) then
local loginPage = page == Page.Login;
imgui.CenterText(loginPage and 'LOGIN' or 'REGISTRATION');
imgui.PushItemWidth(size.x - 10);
imgui.InputText('##login', input.login, ffi.sizeof(input.login));
imgui.InputText('##password', input.password, ffi.sizeof(input.password), imgui.InputTextFlags.Password);
imgui.PopItemWidth();
imgui.NewLine();
if (imgui.Button(loginPage and 'Log in' or 'Create account', imgui.ImVec2(size.x - 10, 20))) then
local bs = bstream.new();
--// login
bs:write(BS_INT16, #ffi.string(input.login));
bs:write(BS_STRING, ffi.string(input.login));
--// password
bs:write(BS_INT16, #ffi.string(input.password));
bs:write(BS_STRING, ffi.string(input.password));
SNetClient:send(loginPage and Packet.Login or Packet.Registration, bs, SNET_SYSTEM_PRIORITY);
end
if (imgui.Button(loginPage and 'Create new account' or '<- Back to login', imgui.ImVec2(size.x - 10, 20))) then
page = loginPage and Page.Registration or Page.Login;
imgui.StrCopy(input.login, '');
imgui.StrCopy(input.password, '');
end
elseif (page == Page.Chat) then
if (imgui.Button('Log Out')) then
loggedIn = false;
page = Page.Login;
end
imgui.SameLine();
imgui.Text('Logged in as '..myLogin);
imgui.SetCursorPosY(50);
if imgui.BeginChild('chat', imgui.ImVec2(size.x - 10, size.y - 80), true) then
for _, msg in ipairs(chat) do
imgui.Text(msg.sender..': '..msg.text);
end
end
imgui.EndChild();
imgui.PushItemWidth(size.x - 10)
if imgui.InputText('##sendChat', input.chat, ffi.sizeof(input.chat), imgui.InputTextFlags.EnterReturnsTrue) then
sendMessage(ffi.string(input.chat));
imgui.StrCopy(input.chat, '');
end
imgui.PopItemWidth();
end
imgui.End();
end
end
)
function imgui.CenterText(text)
imgui.SetCursorPosX(imgui.GetWindowSize().x / 2 - imgui.CalcTextSize(text).x / 2)
imgui.Text(text)
end
GitHub - chaposcripts/SAMP-SNET-chat
Contribute to chaposcripts/SAMP-SNET-chat development by creating an account on GitHub.
github.com
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