public void Start(FSPParam param, uint playerid) { fspParam = param; playerID = playerid; LOGTAG = "FSPManager[" + playerid + "]"; if (param.useLocal) { serverLockedFrameIndex = fspParam.maxFrameID; } else { fspClient = new FSPClient(); fspClient.Init(fspParam.sessionID); fspClient.SetFSPAuthID(fspParam.authID); fspClient.SetFSPListener(OnFSPListener); fspClient.Connect(fspParam.host, fspParam.port); fspClient.VerifyAuth(); serverLockedFrameIndex = fspParam.clientFrameRateMultiple - 1; } isRunning = true; fspGameState = FSPGameState.Create; frameDatas = new Dictionary <int, FSPFrameData>(); clientCurrentFrameIndex = 0; fspFrameController = new FSPFrameController(); fspFrameController.Start(param); }
public void Start(FSPParam param, uint playerId) { mParam = param; mMinePlayerId = playerId; LOG_TAG = "FSPManager[" + playerId + "]"; if (!mParam.useLocal) { mClientLockedFrame = mParam.clientFrameRateMultiple - 1; mClient = new FSPClient(); mClient.SetSessionId((ushort)param.sid); mClient.SetFSPAuthInfo(param.authId); mClient.Connect(param.host, param.port); mClient.SetFSPListener(OnFSPListener); mClient.VerifyAuth(); } else { mClientLockedFrame = param.maxFrameId; } mFrameCtrl = new FSPFrameController(); mFrameCtrl.Start(param); mFrameBuffer = new DictionaryExt <int, FSPFrame>(); mIsRunning = true; mGameState = FSPGameState.Create; mCurrentFrameIndex = 0; }
public void Stop() { m_GameState = FSPGameState.None; if (m_Controller != null) { m_Controller.Stop(); m_Controller = null; } if (m_Client != null) { m_Client.Stop(); m_Client = null; } m_FrameBuffer.Clear(); m_CurrentFrameIndex = 0; m_FrameListener = null; m_NextLocalFrame = null; _mainPlayerId = 0; m_Param = null; m_GameStateListener = null; m_IsRunning = false; }
public void Start(FSPParam param, uint playerId) { m_Param = param; m_MinePlayerId = playerId; LOG_TAG = "FSPManager[" + playerId + "]"; if (!m_Param.UseLocal) { m_ClientLockedFrame = m_Param.ClientFrameRateMultiple - 1; m_Client = new FSPClient(); m_Client.SetSessionId(param.Sid); m_Client.SetFSPAuthInfo(param.AuthId); m_Client.Connect(); m_Client.SetFSPListener(OnFSPListener); m_Client.VerifyAuth(); } else { m_ClientLockedFrame = param.MaxFrameId; } m_FrameCtrl = new FSPFrameController(); m_FrameCtrl.Start(param); m_FrameBuffer = new Dictionary <int, FSPFrame>(); m_IsRunning = true; m_GameState = FSPGameState.Create; m_CurrentFrameIndex = 0; }
public void Stop() { m_GameState = FSPGameState.None; if (m_Client != null) { m_Client.Close(); m_Client = null; } if (m_FrameCtrl != null) { m_FrameCtrl.Close(); m_FrameCtrl = null; } m_FrameListener = null; m_FrameBuffer.Clear(); m_IsRunning = false; onGameBegin = null; onRoundBegin = null; onControlStart = null; onGameEnd = null; onRoundEnd = null; }
public void Start(FSPParam param, uint playerId) { m_Param = param; m_MinePlayerId = playerId; Log_Tag = "FSPManager[" + playerId + "]"; if (m_Param.useLocal) { m_LockedFrameIndex = param.maxFrameId; } else { m_Client = new FSPClient(); m_Client.Init(m_Param.sid); m_Client.SetFSPAuthInfo(param.authId); m_Client.SetFSPListener(OnFSPListener); m_Client.Connect(param.host, param.port); m_Client.VerifyAuth(); m_LockedFrameIndex = m_Param.clientFrameRateMultiple - 1; } m_IsRunning = true; m_GameState = FSPGameState.Create; m_FrameBuffer = new DictionarySafe <int, FSPFrame>(); m_CurrentFrameIndex = 0; m_FrameCtrl = new FSPFrameController(); m_FrameCtrl.Start(param); }
private void Handle_GameBegin(int arg) { m_GameState = FSPGameState.GameBegin; if (onGameBegin != null) { onGameBegin(arg); } }
private void Handle_GameEnd(int arg) { m_GameState = FSPGameState.GameEnd; if (onGameEnd != null) { onGameEnd(arg); } }
void Handle_GameEnd(FSPVKey cmd) { m_GameState = FSPGameState.GameEnd; if (m_GameStateListener != null) { m_GameStateListener.OnGameEnd(cmd); } }
void Handle_RoundEnd(FSPVKey cmd) { m_GameState = FSPGameState.RoundEnd; if (m_GameStateListener != null) { m_GameStateListener.OnRoundEnd(cmd); } }
void Handle_ControlStart(FSPVKey cmd) { m_GameState = FSPGameState.ControlStart; if (m_GameStateListener != null) { m_GameStateListener.OnControlStart(cmd); } }
void Handle_GameBegin(FSPVKey cmd) { m_GameState = FSPGameState.GameBegin; if (m_GameStateListener != null) { m_GameStateListener.OnGameBegin(cmd); } }
private void Handle_RoundEnd(int arg) { m_GameState = FSPGameState.RoundEnd; if (onRoundEnd != null) { onRoundEnd(arg); } }
private void Handle_ControlStart(int arg) { m_GameState = FSPGameState.ControlStart; if (onControlStart != null) { onControlStart(arg); } }
private void Handle_ControlStart(int arg) { Debuger.Log(arg.ToString()); m_GameState = FSPGameState.ControlStart; if (onControlStart != null) { onControlStart(arg); } }
protected void SetGameState(FSPGameState state, int param1 = 0, int param2 = 0) { Debuger.Log(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"); Debuger.Log("{0} -> {1}, param1 = {2}, param2 = {3}", state, state, param1, param2); Debuger.Log("<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<"); this.state = state; stateParam1 = param1; stateParam2 = param2; }
private void Handle_GameEnd(int arg) { Debuger.Log(arg.ToString()); m_GameState = FSPGameState.GameEnd; if (onGameEnd != null) { onGameEnd(arg); } }
//set game state machine protected void SetGameState(FSPGameState state, int param1 = 0, int param2 = 0) { MyLogger.Log(LOG_TAG, "SetGameState() >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"); MyLogger.Log(LOG_TAG, "SetGameState() {0} -> {1}, param1 = {2}, param2 = {3}", mState.ToString(), state, param1, param2); MyLogger.Log(LOG_TAG, "SetGameState() <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<"); mState = state; mStateParam1 = param1; mStateParam2 = param2; }
//设置状态机 protected void SetGameState(FSPGameState state, int param1 = 0, int param2 = 0) { //Debuger.Log(">>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"); //Debuger.Log("{0} -> {1}, param1 = {2}, param2 = {3}", m_State, state, param1, param2); //Debuger.Log("<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<"); m_State = state; m_StateParam1 = param1; m_StateParam2 = param2; }
protected void SetGameState(FSPGameState state, int param1 = 0, int param2 = 0) { Debuger.Log(LOG_TAG, "SetGameState() >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>"); Debuger.Log(LOG_TAG, "SetGameState() {0} -> {1}, param1 = {2}, param2 = {3}", m_State, state, param1, param2); Debuger.Log(LOG_TAG, "SetGameState() <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<"); m_State = state; m_StateParam1 = param1; m_StateParam2 = param2; }
void Handle_RoundBegin(FSPVKey cmd) { m_GameState = FSPGameState.RoundBegin; // 这里需要重置一些数据 ResetRound(); if (m_GameStateListener != null) { m_GameStateListener.OnRoundBegin(cmd); } }
public void Stop() { fspGameState = FSPGameState.None; fspClient?.Clean(); fspClient = null; frameListener = null; frameDatas.Clear(); frameDatas = null; isRunning = false; onGameBegin = null; onRoundBegin = null; onControlStart = null; onGameEnd = null; onRoundEnd = null; }
private void HandleRoundBegin(int arg) { fspGameState = FSPGameState.RoundBegin; clientCurrentFrameIndex = 0; if (fspParam.useLocal) { serverLockedFrameIndex = fspParam.maxFrameID; } else { serverLockedFrameIndex = fspParam.clientFrameRateMultiple - 1; } frameDatas.Clear(); onRoundBegin?.Invoke(arg); }
private void Handle_RoundBegin(int arg) { mGameState = FSPGameState.RoundBegin; mCurrentFrameIndex = 0; if (!mParam.useLocal) { mClientLockedFrame = mParam.clientFrameRateMultiple - 1; } else { mClientLockedFrame = mParam.maxFrameId; } mFrameBuffer.Clear(); if (onRoundBegin != null) { onRoundBegin(arg); } }
// 游戏正式开始 public void Start(FSPParam param, uint playerId) { m_Param = param; _mainPlayerId = playerId; LOG_TAG = "FSPManager[" + playerId + "]"; // 开房间形式 if (!param.useLocal) { m_Client = new FSPClient(OnFSPListener); m_Client.Start(param); } m_Controller = new FSPController(); m_Controller.Start(param); m_GameState = FSPGameState.Create; ResetRound(); m_IsRunning = true; }
private void Handle_RoundBegin(int arg) { m_GameState = FSPGameState.RoundBegin; m_CurrentFrameIndex = 0; if (!m_Param.UseLocal) { m_ClientLockedFrame = m_Param.ClientFrameRateMultiple - 1; } else { m_ClientLockedFrame = m_Param.MaxFrameId; } m_FrameBuffer.Clear(); if (onRoundBegin != null) { onRoundBegin(arg); } }
private void Handle_RoundBegin(int arg) { Debuger.Log(arg.ToString()); m_GameState = FSPGameState.RoundBegin; m_CurrentFrameIndex = 0; if (!m_Param.useLocal) { m_LockedFrameIndex = m_Param.clientFrameRateMultiple - 1; } else { m_LockedFrameIndex = m_Param.maxFrameId; } m_FrameBuffer.Clear(); if (onRoundBegin != null) { onRoundBegin(arg); } }
private void HandleControlStart(int arg) { fspGameState = FSPGameState.ControlStart; onControlStart?.Invoke(arg); }
private void HandleRoundEnd(int arg) { fspGameState = FSPGameState.RoundEnd; onRoundEnd?.Invoke(arg); }
private void HandleGameEnd(int arg) { fspGameState = FSPGameState.GameEnd; onGameEnd?.Invoke(arg); }