Beispiel #1
0
        static IEnumerator send(byte[] data)
        {
            yield return(LSUtility.WaitRealTime(UnityEngine.Random.Range(Latency, Latency + Jitter)));

            ClientManager.HandleFrameData(data);
            yield break;
        }
Beispiel #2
0
        static IEnumerator receive(byte[] data)
        {
            yield return(LSUtility.WaitRealTime(UnityEngine.Random.Range(Latency, Latency + Jitter)));

            receivedBytes.AddRange(data);
            yield break;
        }
Beispiel #3
0
 static IEnumerator Tick()
 {
     while (true)
     {
         if (IsSimulating && LockstepManager.GameStarted)
         {
             bufferBytes.FastClear();
             bufferBytes.AddRange(BitConverter.GetBytes(InfluenceFrameCount));
             InfluenceFrameCount++;
             bufferBytes.AddRange(receivedBytes);
             receivedBytes.FastClear();
             Send(bufferBytes.ToArray());
         }
         yield return(LSUtility.WaitRealTime(LockstepManager.DeltaTimeF * LockstepManager.InfluenceResolution));
     }
 }