public Shots(Device device)
 {
     shots = new Photon[Constants.NumShots];
     for (int count = 0; count < Constants.NumShots; count++) {
         shots[count] = new Photon(device);
     }
 }
Esempio n. 2
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        public override void OnHandlerMessage(Photon.SocketServer.OperationRequest request, OperationResponse response, ClientPeer peer, SendParameters sendParameters)
        {
            SubCode subCode = ParameterTool.GetParameter<SubCode>(request.Parameters,ParameterCode.SubCode,false);
            //给response参数添加subCode
            response.Parameters.Add((byte) ParameterCode.SubCode,subCode);

            switch (subCode)
            {
                case SubCode.AddTaskDB:
                    TaskDB taskDB = ParameterTool.GetParameter<TaskDB>(request.Parameters, ParameterCode.TaskDB);
                    taskDB.Role = peer.LoginRole;
                    taskDBManager.AddTaskDB(taskDB);
                    taskDB.Role = null;
                    ParameterTool.AddParameter(response.Parameters,ParameterCode.TaskDB, taskDB);
                    response.ReturnCode = (short) ReturnCode.Success;
                    break;
                case SubCode.GetTaskDB:
                    List<TaskDB> list = taskDBManager.GetTaskDBList(peer.LoginRole);
                    foreach (var taskDb in list)
                    {
                        taskDb.Role = null;
                    }
                    ParameterTool.AddParameter(response.Parameters,ParameterCode.TaskDBList, list);
                    response.ReturnCode = (short) ReturnCode.Success;
                    break;
                case SubCode.UpdateTaskDB:
                    TaskDB taskDB2 = ParameterTool.GetParameter<TaskDB>(request.Parameters, ParameterCode.TaskDB);
                    taskDB2.Role = peer.LoginRole;
                    taskDBManager.UpdataTaskDB(taskDB2);
                    response.ReturnCode = (short) ReturnCode.Success;
                    break;
            }
        }
Esempio n. 3
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        protected override Photon.SocketServer.PeerBase CreatePeer(Photon.SocketServer.InitRequest initRequest)
        {
            var peer = new ServerPeer(initRequest);

            lock (_SynObject)
            {
                _NewProviderQueue.Enqueue(new Regulus.Remoting.Soul.SoulProvider(peer, peer));
            }

            return peer;
        }
Esempio n. 4
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 private TreeNode BuildTree(Photon ph)
 {
     TreeNode node = new TreeNode();
     node.Tag = ph;
     node.Checked = false;
     node.Text = "photon " + ((ph.PhotonColorPower.R+ph.PhotonColorPower.G+ph.PhotonColorPower.B)/3).ToString();
     if (ph.parent != null)
     {
         node.Nodes.Add(BuildTree(ph.parent));
     }
     return node;
 }
Esempio n. 5
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        public override void OnHandlerMessage(Photon.SocketServer.OperationRequest request, OperationResponse response, ClientPeer peer, SendParameters sendParameters)
        {
            //先得到子操作代码,根据子操作代码,分别进行不同的处理
            SubCode subcode = ParameterTool.GetParameter<SubCode>(request.Parameters, ParameterCode.SubCode, false);

            Dictionary<byte, object> parameters = response.Parameters;
            parameters.Add((byte) ParameterCode.SubCode,subcode);
            response.OperationCode = request.OperationCode;

            switch (subcode)
            {
                case SubCode.AddRole:
                    Role role = ParameterTool.GetParameter<Role>(request.Parameters, ParameterCode.Role);
                    role.User = peer.LoginUser;
                    roleManager.AddRole(role);
                    role.User = null;   //Json解析的时候不清空role.User会出现问题
                    //返回给客户端
                    ParameterTool.AddParameter(parameters,ParameterCode.Role,role);
                    break;
                case SubCode.GetRole:
                    List<Role> roleList = roleManager.GetRoleListByUser(peer.LoginUser);
                    //List<Role>中的Role带用User对象,有关联的转换会出现错误,所以把他设置成空
                    //User是引用类型,json不知道怎么进行操作
                    foreach (var role1 in roleList)
                    {
                        role1.User = null;
                    }

                    ParameterTool.AddParameter(parameters,ParameterCode.RoleList, roleList);
                    break;

                case SubCode.SelectRole:
                    peer.LoginRole = ParameterTool.GetParameter<Role>(request.Parameters, ParameterCode.Role);
                    break;

                case SubCode.UpdateRole:
                    Role role2 = ParameterTool.GetParameter<Role>(request.Parameters, ParameterCode.Role);
                    role2.User = peer.LoginUser;
                    roleManager.UpdateRole(role2);
                    role2.User = null;
                    response.ReturnCode = (short) ReturnCode.Success;
                    ParameterTool.AddParameter(parameters,ParameterCode.Role,role2);
                    break;
            }
        }
        public PhotonTrailQueue( Texture2D texture, Vector2 position )
        {
            m_texture = texture;
            // Construct the queue.
            m_queue = new Photon[MAX_PHOTONS];
            m_head = 0;
            m_tail = -1;
            m_size = 0;

            // "Predeclare" all the photons.
            for ( int ii = 0; ii < MAX_PHOTONS; ii++ ) {
                m_queue[ii] = new Photon();
            }

            // These variables are used in Draw.
            m_position = position;
            m_origin = new Vector2( 0.0f, 0.0f );
        }
Esempio n. 7
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        public override void OnHandlerMessage(Photon.SocketServer.OperationRequest request, OperationResponse response, ClientPeer peer, SendParameters sendParameters)
        {
            User user = ParameterTool.GetParameter<User>(request.Parameters,ParameterCode.User);
            User userDB = manager.GetUserByUsername(user.Username);

            if (userDB != null)
            {
                response.ReturnCode = (short) ReturnCode.Fail;
                response.DebugMessage = "用户名重复";
            }
            else
            {
                user.Password = MD5Tool.GetMD5(user.Password);
                manager.AddUser(user);
                response.ReturnCode = (short) ReturnCode.Success;

            }
        }
Esempio n. 8
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        //得到客户端传递过来的user对象,根据用户名和密码进行查询,查询是否存在数据库,如果存在登录成功,否则登录失败
        public override void OnHandlerMessage(Photon.SocketServer.OperationRequest request, OperationResponse response, ClientPeer peer, SendParameters sendParameters)
        {
            //得到user参数
            Dictionary<byte, object> parameters = request.Parameters;
            object jsonObject = null;
            parameters.TryGetValue((byte) ParameterCode.User, out jsonObject);
            //把字符串转成user的对象
            User user = JsonMapper.ToObject<User>(jsonObject.ToString());
            User userDB = manager.GetUserByUsername(user.Username);

            if (userDB != null && userDB.Password == MD5Tool.GetMD5(user.Password))
            {
                //用户名和密码正确 登录成功
                response.ReturnCode =(short)ReturnCode.Success;
                peer.LoginUser = userDB;

            }
            else
            {
                response.ReturnCode = (short) ReturnCode.Fail;
                response.DebugMessage = "用户名或密码错误";
            }
        }
Esempio n. 9
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        protected override void ProcessMessage(Photon.Hive.Messages.IMessage message)
        {
            try
            {
                switch (message.Action)
                {
                    case (byte)GameMessageCodes.ReinitializeGameStateOnMaster:
                        if (this.ActorsManager.ActorsCount == 0)
                        {
                            Log.WarnFormat("Reinitialize tried to update GameState with ActorCount = 0. " + this);
                        }
                        else
                        {
                            var gameProperties = this.GetLobbyGameProperties(this.Properties.GetProperties());
                            object[] lobbyPropertyFilter = null;
                            if (this.LobbyProperties != null)
                            {
                                lobbyPropertyFilter = new object[this.LobbyProperties.Count];
                                this.LobbyProperties.CopyTo(lobbyPropertyFilter);
                            }

                            var excludedActors = this.ActorsManager.ExcludedActors.Count > 0 ? this.ActorsManager.ExcludedActors.ToArray() : null;
                            var expectedUsers = this.ActorsManager.ExpectedUsers.Count > 0 ? this.ActorsManager.ExpectedUsers.ToArray() : null;
                            this.UpdateGameStateOnMaster(this.MaxPlayers, this.IsOpen, this.IsVisible, lobbyPropertyFilter, gameProperties,
                                this.GetActiveUserIds(), null, true, this.GetInactiveUserIds(), excludedActors, expectedUsers,
                                this.RoomState.CheckUserOnJoin);
                        }

                        break;

                    case (byte)GameMessageCodes.CheckGame:
                        this.CheckGame();
                        break;

                    default:
                        base.ProcessMessage(message);
                        break;
                }
            }
            catch (Exception ex)
            {
                Log.Error(ex);
            }
        }
Esempio n. 10
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 /// <summary>Logging method called by the client library.</summary>
 /// <remarks>
 /// This method is not responsible to keep up the state of a LoadBalancingClient, so calling base.DebugReturn is optional.
 /// The amount of logging can be controlled by property PhotonPeer.DebugOut (try: this.loadBalancingPeer.DebugOut).
 /// </remarks>
 /// <param name="level">Severity of the message.</param>
 /// <param name="message">A debug message.</param>
 public override void DebugReturn(Photon.DebugLevel level, string message)
 {
     Log.AppendLine(message);
     base.DebugReturn(level, message);
 }
Esempio n. 11
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        public void TestIfShot(Photon photon)
        {
            if (IsActive && photon.IsActive && _meteorSprite.IsPointWithin(photon.Location))
            {
                IsActive = false;
                photon.SetInactive();

                if(!(_meteorType is NullMeteorType))
                {
                    GameManager.RaiseMeteorHit(this);
                }
            }
        }
Esempio n. 12
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        /// <summary>
        /// Implementation of a callback that's used by the Photon library to update the application / game of incoming events.
        /// </summary>
        /// <remarks>
        /// When you override this method, it's very important to call base.OnEvent to keep the state.
        ///
        /// Photon uses events to add or remove players from this client's lists. When we call base.OnEvent()
        /// and it adds a player, we want to fetch this player afterwards, if this removes a player, this
        /// player will be gone after base.OnEvent().
        /// To get the added/removed player in any case, we might have to fetch it before or after running base code.
        /// </remarks>
        /// <param name="photonEvent">The event someone (or the server) sent.</param>
        public override void OnEvent(Photon.EventData photonEvent)
        {
            // most events have a sender / origin (but not all) - let's find the player sending this
            int actorNr = 0;
            Player origin = null;
            if (photonEvent.Parameters.ContainsKey(ParameterCode.ActorNr))
            {
                actorNr = (int)photonEvent[ParameterCode.ActorNr];  // actorNr (a.k.a. playerNumber / ID) of sending player
            }

            if (actorNr > 0)
            {
                this.LocalRoom.Players.TryGetValue(actorNr, out origin);
            }

            base.OnEvent(photonEvent);  // important to call, to keep state up to date

            if (actorNr > 0 && origin == null)
            {
                this.LocalRoom.Players.TryGetValue(actorNr, out origin);
            }

            // the list of players will only store Player references (not the derived class). simply cast:
            ParticlePlayer originatingPlayer = (ParticlePlayer)origin;

            // this demo logic doesn't handle any events from the server (that is done in the base class) so we could return here
            if (actorNr != 0 && originatingPlayer == null)
            {
                this.DebugReturn(DebugLevel.WARNING, photonEvent.Code + " ev. We didn't find a originating player for actorId: " + actorNr);
                return;
            }

            // this demo defined 2 events: Position and Color. additionally, a event is triggered when players join or leave
            switch (photonEvent.Code)
            {
                case DemoConstants.EvPosition:
                    originatingPlayer.ReadEvMove((Hashtable)photonEvent[ParameterCode.CustomEventContent]);
                    break;
                case DemoConstants.EvColor:
                    originatingPlayer.ReadEvColor((Hashtable)photonEvent[ParameterCode.CustomEventContent]);
                    break;

                // in this demo, we want a callback when players join or leave (so we can update their representation)
                case EventCode.Join:
                    if (OnEventJoin != null)
                    {
                        OnEventJoin(originatingPlayer);
                    }
                    break;
                case EventCode.Leave:
                    if (OnEventLeave != null)
                    {
                        OnEventLeave(originatingPlayer);
                    }
                    break;
            }

            UpdateVisuals = true;
        }
Esempio n. 13
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 public ServerPeer(Photon.SocketServer.InitRequest initRequest)
     : base(initRequest.Protocol, initRequest.PhotonPeer)
 {
     _Fiber = new ExitGames.Concurrency.Fibers.PoolFiber();
     _Fiber.Start();
 }
Esempio n. 14
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        protected override void OnOperationRequest(Photon.SocketServer.OperationRequest operationRequest, Photon.SocketServer.SendParameters sendParameters)
        {
            if (operationRequest.OperationCode == (byte)ClientToServerPhotonOpCode.Ping)
            {
                (this as Regulus.Remoting.IResponseQueue).Push((int)ServerToClientPhotonOpCode.Ping , new Dictionary<byte,byte[]>());
            }else if (operationRequest.OperationCode == (byte)ClientToServerPhotonOpCode.CallMethod)
            {

                var entityId = new Guid(operationRequest.Parameters[0] as byte[]);
                var methodName = System.Text.Encoding.Default.GetString(operationRequest.Parameters[1] as byte[]);

                object par = null;
                Guid returnId = Guid.Empty;
                if (operationRequest.Parameters.TryGetValue(2, out par))
                {
                    returnId = new Guid(par as byte[]);
                }

                var methodParams = (from p in operationRequest.Parameters
                                   where p.Key >= 3 orderby p.Key
                                   select p.Value as byte[]).ToArray();

                _Push(entityId, methodName, returnId, methodParams);

            }
        }
Esempio n. 15
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        private void PhotonShade(HitInfo hit, Line ray, int threadId, int depth, bool inside, ColorIntensity lightCol, Random rnd, double distance, double area)
        {
            if (depth > maxrecurse)
                return;
            if (lightCol.GreyScale() < minratio)
                return;
            RealHitInfo realHit = hit.GetReal(ray);
            Material surf = realHit.HitStuff;
            ColorIntensity pigment = realHit.Pigment.GetTexture(realHit.Normal, 0);
            double dist = realHit.Normal.Start.LineTo(ray.Start).Length;
            distance += dist;
            if (surf.Attenutive && inside)
            {
                lightCol.R *= Math.Exp(-(1.0 - surf.Attenuation[0]) * dist / surf.AttenuationDistance);
                lightCol.G *= Math.Exp(-(1.0 - surf.Attenuation[1]) * dist / surf.AttenuationDistance);
                lightCol.B *= Math.Exp(-(1.0 - surf.Attenuation[2]) * dist / surf.AttenuationDistance);
            }
            #if DEBUG
            Photon currentParent = PhotonParents[threadId];
            #endif
            if ((depth > 0 || allLightsArePhotons))
            {
                Photon photon = new Photon();
                photon.HitPos.X = (float)realHit.Normal.Start.X;
                photon.HitPos.Y = (float)realHit.Normal.Start.Y;
                photon.HitPos.Z = (float)realHit.Normal.Start.Z;
                photon.TravelDir.Dx = (float)ray.Direct.Dx;
                photon.TravelDir.Dy = (float)ray.Direct.Dy;
                photon.TravelDir.Dz = (float)ray.Direct.Dz;
                ColorIntensity photonColor = lightCol;
                if (realLighting || distance == double.PositiveInfinity)
                {
                    photonColor.R *= area / PhotonCount;
                    photonColor.G *= area / PhotonCount;
                    photonColor.B *= area / PhotonCount;
                }
                else
                {
                    photonColor.R *= distance * distance * area / PhotonCount;
                    photonColor.G *= distance * distance * area / PhotonCount;
                    photonColor.B *= distance * distance * area / PhotonCount;
                }
                photon.PhotonColorPower.R = (float)photonColor.R;
                photon.PhotonColorPower.G = (float)photonColor.G;
                photon.PhotonColorPower.B = (float)photonColor.B;
            #if DEBUG
                photon.parent = currentParent;
                PhotonParents[threadId] = photon;
            #endif
                Map.AddPhoton(photon, threadId);
            }
            ColorIntensity reflectance = new ColorIntensity();
            ColorIntensity transmitance = new ColorIntensity();
            Line refractRay = new Line();
            Line reflectRay = new Line();
            if (surf.Refractive || surf.Reflective)
            {
                ray.Direct = ray.Direct.Scale(1 / ray.Direct.Length);
                reflectance.R = surf.Reflective ? surf.Reflectance[0] : 0.0;
                reflectance.G = surf.Reflective ? surf.Reflectance[1] : 0.0;
                reflectance.B = surf.Reflective ? surf.Reflectance[2] : 0.0;
                if (surf.Refractive)
                {
                    double ni = inside ? surf.RefractIndex : 1.0;
                    double nt = (!inside) ? surf.RefractIndex : 1.0;
                    double cratio = ni / nt;
                    double ct1 = -ray.Direct.Dot(realHit.Normal.Direct);
                    double ct2sqrd = 1 - cratio * cratio * (1 - ct1 * ct1);
                    if (ct2sqrd <= 0)
                    {
                        reflectance.R = 1;
                        reflectance.G = 1;
                        reflectance.B = 1;
                    }
                    else
                    {
                        double ct2 = Math.Sqrt(ct2sqrd);
                        // fresnel equations for reflectance perp and parallel.
                        double rperp = (ni * ct1 - nt * ct2) / (ni * ct1 + nt * ct2);
                        double rpll = (nt * ct1 - ni * ct2) / (ni * ct2 + nt + ct1);
                        // assume unpolarised light always - better then tracing 2
                        // rays for both sides of every interface.
                        double reflectanceval = (rperp * rperp + rpll * rpll) / 2;
                        reflectance.R = Math.Min(1.0, reflectance.R + reflectanceval);
                        reflectance.G = Math.Min(1.0, reflectance.G + reflectanceval);
                        reflectance.B = Math.Min(1.0, reflectance.B + reflectanceval);
                        transmitance.R = 1 - reflectance.R;
                        transmitance.G = 1 - reflectance.G;
                        transmitance.B = 1 - reflectance.B;
                        refractRay.Direct = ray.Direct.Scale(cratio);
                        refractRay.Direct.Add(realHit.Normal.Direct.Scale(cratio * (ct1) - ct2));
                        refractRay.Start = realHit.Normal.Start.MoveBy(refractRay.Direct.Scale(EPSILON * 10));
                    }
                }
                reflectRay.Direct = new Vector(ray.Direct.Dx, ray.Direct.Dy, ray.Direct.Dz);
                reflectRay.Direct.Add(realHit.Normal.Direct.Scale(-2 * ray.Direct.Dot(realHit.Normal.Direct)));
                reflectRay.Start = realHit.Normal.Start.MoveBy(reflectRay.Direct.Scale(EPSILON * 10));
            }
            bool doReflect = false;
            bool doRefract = false;
            bool doDifuse = false;
            double avr = reflectance.R + reflectance.G + reflectance.B;
            avr /= 3;
            double avt = transmitance.R + transmitance.G + transmitance.B;
            avt /= 3;
            double reflectWeight = Math.Max(avr, 0.0);
            double refractWeight = Math.Max(avt, 0.0);
            double diffuseWeight = Math.Max(pigment.GreyScale() * surf.Diffuse, 0.0);
            double specularity = 1.0;
            double diffusivity = 1.0;
            if (surf.Refractive)
            {
                specularity = surf.Specularity;
                diffusivity = 1.0 - specularity;
                reflectWeight *= surf.Specularity;
                refractWeight *= surf.Specularity;
                diffuseWeight *= 1.0-surf.Specularity;
            }
            double choice = rnd.NextDouble();
            if (choice < diffuseWeight)
                doDifuse = true;
            else if (choice < diffuseWeight+reflectWeight)
                doReflect = true;
            else if (choice < diffuseWeight+reflectWeight+refractWeight)
                doRefract = true;
            if (doRefract && avt > minratio)
            {
                SetIn(ref refractRay.Start, threadId);
                HitInfo hitnew = scene.Intersect(refractRay, threadId);
                if (!(hitnew.HitDist == -1))
                {
                    ColorIntensity lightCol2 = new ColorIntensity();
                    lightCol2.R = lightCol.R * transmitance.R *specularity/ refractWeight;
                    lightCol2.G = lightCol.G * transmitance.G * specularity / refractWeight;
                    lightCol2.B = lightCol.B * transmitance.B * specularity / refractWeight;
                    PhotonShade(hitnew, refractRay, threadId, depth + 1, !inside, lightCol2, rnd, distance, area);
                }
            }
            if (doReflect && avr > minratio)
            {
                SetIn(ref reflectRay.Start, threadId);
                HitInfo hitnew2 = scene.Intersect(reflectRay, threadId);
                if (!(hitnew2.HitDist == -1))
                {
                    ColorIntensity lightCol2 = new ColorIntensity();
                    lightCol2.R = lightCol.R * reflectance.R * specularity / reflectWeight;
                    lightCol2.G = lightCol.G * reflectance.G * specularity / reflectWeight;
                    lightCol2.B = lightCol.B * reflectance.B * specularity / reflectWeight;
                    PhotonShade(hitnew2, reflectRay, threadId, depth + 1, inside, lightCol2, rnd, distance, area);
                }
            }
            if (doDifuse)
            {
                double z = rnd.NextDouble();
                double theta = rnd.NextDouble() * 2.0 * Math.PI;
                double r = Math.Sqrt(1 - z * z);
                double x = Math.Cos(theta) * r;
                double y = Math.Sin(theta) * r;

                Line diffuseRay = new Line();
                Vector a;
                Vector b;
                Vector basis = realHit.Normal.Direct.Scale(1.0/realHit.Normal.Direct.Length);
                GetPerp(basis, out a, out b);
                diffuseRay.Direct = basis.Scale(z);
                diffuseRay.Direct.Add(a.Scale(x/a.Length));
                diffuseRay.Direct.Add(b.Scale(y/b.Length));
                diffuseRay.Start = realHit.Normal.Start.MoveBy(diffuseRay.Direct.Scale(EPSILON * 10));
                SetIn(ref diffuseRay.Start, threadId);
                HitInfo hitnew2 = scene.Intersect(diffuseRay, threadId);
                if (!(hitnew2.HitDist == -1))
                {
                    ColorIntensity lightCol2 = new ColorIntensity();
                    lightCol2.R = lightCol.R * surf.Diffuse * pigment.R *diffusivity/ diffuseWeight;
                    lightCol2.G = lightCol.G * surf.Diffuse * pigment.G * diffusivity / diffuseWeight;
                    lightCol2.B = lightCol.B * surf.Diffuse * pigment.B * diffusivity / diffuseWeight;
                    PhotonShade(hitnew2, diffuseRay, threadId, depth + 1, inside, lightCol2, rnd, distance, area);
                }
            }
            #if DEBUG
            PhotonParents[threadId] = currentParent;
            #endif
        }
Esempio n. 16
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        public virtual void OnCustomAuthenticationError(Photon.Common.ErrorCode errorCode, string debugMessage,
                                                      IAuthenticateRequest authenticateRequest, SendParameters sendParameters,
                                                      object state)
        {
            try
            {
                if (this.Connected == false)
                {
                    return;
                }

                if (log.IsDebugEnabled)
                {
                    log.DebugFormat("Client custom authentication failed: appId={0}, result={1}, msg={2}", authenticateRequest.ApplicationId, errorCode, debugMessage);
                }

                var operationResponse = new OperationResponse((byte)Hive.Operations.OperationCode.Authenticate)
                {
                    ReturnCode = (short)errorCode,
                    DebugMessage = debugMessage,
                };

                this.SendOperationResponse(operationResponse, sendParameters);
                this.SetCurrentOperationHandler(OperationHandlerInitial.Instance);
            }
            catch(Exception ex)
            {
                log.Error(ex);
                var errorResponse = new OperationResponse((byte)Hive.Operations.OperationCode.Authenticate) { ReturnCode = (short)Photon.Common.ErrorCode.InternalServerError };
                this.SendOperationResponse(errorResponse, sendParameters);
            }
        }
Esempio n. 17
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        void IPluginHost.BroadcastEvent(IList<int> receiverActors, int senderActor, byte evCode, Dictionary<byte, object> data, byte cacheOp,
            Photon.Hive.Plugin.SendParameters sendParameters)
        {
            var targets = receiverActors == null ? this.Actors : this.ActorsManager.ActorsGetActorsByNumbers(receiverActors.ToArray());

            this.BroadcastEventInternal(evCode, data, cacheOp, true, senderActor, targets, sendParameters);
        }
 public void SetShotArray(Photon[] shotArray)
 {
     lock(this) {
         this.shots = shotArray;
     }
 }
Esempio n. 19
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        /// <summary>
        /// Implementation of a callback that's used by the Photon library to update the application / game of operation responses by server.
        /// </summary>
        /// <remarks>When you override this method, it's very important to call base.OnEvent to keep the state.</remarks>
        /// <param name="operationResponse">The response to some operation we called on the server.</param>
        public override void OnOperationResponse(Photon.OperationResponse operationResponse)
        {
            base.OnOperationResponse(operationResponse);  // important to call, to keep state up to date

            if (operationResponse.ReturnCode != ErrorCode.Ok)
            {
                //this.DebugReturn(DebugLevel.ERROR, operationResponse.ToStringFull() + " " + this.State);
            }

            // this demo connects when you call start and then it automatically executes a certain operation workflow to get you in a room
            switch (operationResponse.OperationCode)
            {
                case OperationCode.Authenticate:
                    // Unlike before, the game-joining can now be triggered by the simpler OnStateChangeAction delegate: OnStateChanged(ClientState newState)
                    break;

                case OperationCode.JoinRandomGame:
                    // OpJoinRandomRoom is called above. the response to that is handled here
                    // if the Master Server didn't find a room, simply create one. the result is handled below
                    if (this.JoinRandomGame && operationResponse.ReturnCode != ErrorCode.Ok)
                    {
                        this.CreateParticleDemoRoom(DemoConstants.MapType.Forest, 4);
                    }
                    break;

                case OperationCode.JoinGame:
                case OperationCode.CreateGame:
                    // the master server will respond to join and create but this is handled in the base class
                    if (this.State == ClientState.Joined)
                    {
                        // no matter if we joined or created a game, when we arrived in state "Joined", we are on the game server in a room and
                        // this client could start moving and update others of it's color
                        this.LocalPlayer.RandomizePosition();
                        //this.loadBalancingPeer.OpRaiseEvent(DemoConstants.EvColor, this.LocalPlayer.WriteEvColor(), true, 0, null, EventCaching.AddToRoomCache);
                        this.loadBalancingPeer.OpRaiseEvent(DemoConstants.EvColor, this.LocalPlayer.WriteEvColor(), this.SendReliable, new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache });
                    }
                    break;
            }

            UpdateVisuals = true;
        }
Esempio n. 20
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        /// <summary>
        /// In this demo we only update the visuals when the status changes. The base class does everything else.
        /// </summary>
        /// <remarks>When you override this method, it's very important to call base.OnStatusChanged to keep the state.</remarks>
        /// <param name="statusCode"></param>
        public override void OnStatusChanged(Photon.StatusCode statusCode)
        {
            base.OnStatusChanged(statusCode);  // important to call, to keep state up to date

            if (statusCode == StatusCode.Disconnect && this.DisconnectedCause != DisconnectCause.None)
            {
                DebugReturn(DebugLevel.ERROR, this.DisconnectedCause + " caused a disconnect. State: " + this.State + " statusCode: " + statusCode + ".");
            }

            UpdateVisuals = true;
        }
Esempio n. 21
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        void IPluginHost.BroadcastEvent(byte target, int senderActor, byte targetGroup, byte evCode, Dictionary<byte, object> data, byte cacheOp,
            Photon.Hive.Plugin.SendParameters sendParameters)
        {
            IEnumerable<Actor> actors;
            var updateEventCache = false;
            switch (target)
            {
                case ReciverGroup.All:
                    actors = this.Actors;
                    updateEventCache = true;
                    break;
                case ReciverGroup.Others:
                    actors = this.ActorsManager.ActorsGetExcludedList(senderActor);
                    updateEventCache = true;
                    break;
                case ReciverGroup.Group:
                    actors = this.GroupManager.GetActorGroup(targetGroup);
                    break;
                default:
                    Log.ErrorFormat("Unknown target {0} specified in BroadcastEvent", target);
                    throw new ArgumentException(string.Format("Unknown target {0} specified in BroadcastEvent", target));
            }

            this.BroadcastEventInternal(evCode, data, cacheOp, updateEventCache, senderActor, actors, sendParameters);
        }
Esempio n. 22
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        private PixelMap Trace(int threadCount)
        {
            if (scene == null)
            {
                throw new NullReferenceException("Empty Scene");
            }
            scene.SetTracer(this, threadCount);
            raycount = new int[threadCount];
            Pools = new HitInfoListPool[threadCount];
            #if DEBUG
            PhotonParents = new Photon[threadCount];
            #endif
            for (int i = 0; i < threadCount; i++)
                Pools[i] = new HitInfoListPool();
            if (photons)
            {
                if (PhotonFile == null || !File.Exists(PhotonFile))
                {
                    Map.InitForThreads(threadCount, true);
                    Thread[] pthreads = new Thread[threadCount];
                    for (int i = 0; i < threadCount; i++)
                    {
                        pthreads[i] = new Thread(GeneratePhotonsWrap);
                        pthreads[i].IsBackground = true;
                        PhotonThreadArgs args = new PhotonThreadArgs();
                        args.threadCount = threadCount;
                        args.threadId = i;
                        pthreads[i].Start(args);
                    }
                    for (int i = 0; i < threadCount; i++)
                    {
                        pthreads[i].Join();
                    }
                    Map.BalanceMap();
                    if (PhotonFile != null)
                        Map.Save(PhotonFile);
                    Map.OptimiseRadi();
                }
                else
                {
                    Map.InitForThreads(threadCount, false);
                    Map.Load(PhotonFile);
                    Map.ValidateBalance();
                    Map.OptimiseRadi();
                }
            }
            PixelMap scrpix = new PixelMap(viewport.ScreenX, viewport.ScreenY);
            Color[] screen = scrpix.Pix;

            List<ColorIntensity>[] shadings = new List<ColorIntensity>[screen.Length];
            for (int i = 0; i < shadings.Length; i++)
                shadings[i] = new List<ColorIntensity>();
            Counter completed = new Counter();
            int[] successive = new int[screen.Length];
            if (OnProgress != null)
            {
                OnProgress(scrpix, 0 , 0);
            }
            Thread[] threads = new Thread[threadCount];
            for (int i = 0; i < threadCount; i++)
            {
                threads[i] = new Thread(OneRenderThreadWrap);
                threads[i].IsBackground = true;
                RenderThreadArgs args = new RenderThreadArgs();
                args.threadCount = threadCount;
                args.threadId = i;
                args.successive = successive;
                args.shadings = shadings;
                args.scrpix = scrpix;
                args.screen = screen;
                args.completed = completed;
                threads[i].Start(args);
            }
            for (int i = 0; i < threadCount; i++)
            {
                threads[i].Join();
            }
            return scrpix;
        }