Esempio n. 1
0
    void OnMsgActiveObject(TcpHost.SocketAccept socket, byte[] protoData)
    {
        ProtoIntArray p = new ProtoIntArray();

        if (p.Parse(protoData))
        {
            ActiveSceneObject(p.context);
        }
    }
Esempio n. 2
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    void OnMsgEnterScene(TcpHost.SocketAccept socket, byte[] protoData)
    {
        ProtoPlayerInfo p;
        ProtoInt        intP = new ProtoInt();

        intP.Parse(protoData);
        int playerMapID = intP.context;

        intP.Recycle();
        if (playerInfos.TryGetValue((byte)socket.id, out p))
        {
            p.mapID = playerMapID;
            Debug.LogWarning(socket.id + "进入场景完成");
        }
    }
Esempio n. 3
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    void OnMsgLogin(TcpHost.SocketAccept socket, byte[] protoData)
    {
        ProtoPlayerInfo p;
        byte            id = (byte)socket.id;

        if (playerInfos.TryGetValue((byte)id, out p))
        {
            p.connectStatus = 1;
            host.RemoveClient(id);
        }
        else
        {
            byte   loginPos     = protoData[0];
            bool[] inPosPlayers = new bool[10];
            bool   canUsePos    = true;
            foreach (var player in playerInfos)
            {
                if (player.Value.pos == loginPos)
                {
                    canUsePos = false;
                }
                inPosPlayers[player.Value.pos] = true;
            }
            if (!canUsePos)
            {
                for (int i = 1; i < inPosPlayers.Length; i++)
                {
                    if (inPosPlayers[i] == false)
                    {
                        loginPos = (byte)i;
                        break;
                    }
                }
            }
            p               = new ProtoPlayerInfo();
            p.hp            = PlayerCfg.HP;
            p.score         = PlayerCfg.score;
            p.connectStatus = 1;
            p.id            = id;
            p.pos           = loginPos;

            playerInfos.Add(id, p);
            Debug.LogWarning("玩家加入" + id);
            SyncPlayerList();
        }
        //返回角色数据
        SendMsg(socket.id, ProtoIDCfg.LOGIN, p);
    }
Esempio n. 4
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    /// <summary>
    /// 处理Proto
    /// </summary>
    void ParseMsg(TcpHost.SocketAccept socket, byte protoID, byte[] protoData, byte[] srcData)
    {
        switch (protoID)
        {
        //心跳
        case ProtoIDCfg.HEARTBEAT:
            socket.heartbeatTime   = Time.time;
            socket.heartbeatStatus = 0;
            break;

        //登入
        case ProtoIDCfg.LOGIN:
            OnMsgLogin(socket, protoData);
            break;

        //进入场景
        case ProtoIDCfg.ENTER_SCENE:
            OnMsgEnterScene(socket, protoData);
            break;

        //激活场景单位
        case ProtoIDCfg.ACTIVE_OBJECTS:
            OnMsgActiveObject(socket, protoData);
            break;

        //创建场景单位
        case ProtoIDCfg.CREATE_OBJECTS:
            OnMsgCreateObject(socket, protoData);
            break;

        //销毁对象
        case ProtoIDCfg.REMOVE_OBJECTS:
            RemoveSceneObject(socket, protoData);
            Broadcast(srcData);
            break;

        //同步输入
        case ProtoIDCfg.SYNC_INPUT:
            Broadcast(srcData);
            break;

        //对象行为
        case ProtoIDCfg.OBJECT_ACTION:
            Broadcast(srcData);
            break;
        }
    }
Esempio n. 5
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    /// <summary>
    /// 销毁场景单位
    /// </summary>
    /// <param name="indexs"></param>
    void RemoveSceneObject(TcpHost.SocketAccept socket, byte[] protoData)
    {
        int[]         indexs = null;
        ProtoIntArray proto  = new ProtoIntArray();

        proto.Parse(protoData);
        indexs = proto.context;
        if (indexs == null || indexs.Length < 1)
        {
            return;
        }
        for (int i = 0; i < indexs.Length; i++)
        {
            if (sceneObjes.ContainsKey(indexs[i]))
            {
                sceneObjes.Remove(indexs[i]);
                Debug.LogWarning("销毁:" + indexs[i]);
            }
        }
    }
Esempio n. 6
0
    void OnMsgCreateObject(TcpHost.SocketAccept socket, byte[] protoData)
    {
        ProtoSyncObjectList list = new ProtoSyncObjectList();

        if (list.Parse(protoData))
        {
            for (int i = 0; i < list.objList.Length; i++)
            {
                SyncObject obj = list.objList[i];
                obj.serverID = objectIDCounter;
                objectIDCounter++;
                //obj.objectIndex = indexs[i];
                //proto.serverIDs[i] = obj.serverID;
                //proto.objectIndexs[i] = obj.objectIndex;
                if (!sceneObjes.ContainsKey(obj.serverID))
                {
                    sceneObjes.Add(obj.serverID, obj);
                    Debug.LogWarning("创建对象:" + obj.serverID);
                }
            }
        }
        Broadcast(ProtoIDCfg.CREATE_OBJECTS, list);
    }
Esempio n. 7
0
 /// <summary>
 /// 主机处理消息
 /// </summary>
 void HandleHostDataMsg()
 {
     TcpHost.SocketAccept[] clients = host.GetClientList();
     for (int i = 0; i < clients.Length; i++)
     {
         TcpHost.SocketAccept client = clients[i];
         if (client != null)
         {
             while (client.recvQueue.Count > 0)
             {
                 byte[] data = client.recvQueue.Dequeue();
                 if (data != null && data.Length > 0 && data[0] == Connection.PACKER_HEAD)
                 {
                     int    offset = Connection.PACKER_OFFSET;
                     byte[] proto  = data.Length == offset?null:SerializeUtil.GetContextData(data, offset, data.Length - offset);
                     ParseMsg(client, data[1], proto, data);
                 }
             }
             //心跳
             float heartbeatInterval = Time.time - client.heartbeatTime;
             if (heartbeatInterval > Connection.HEART_BEAT_TIME)
             {
                 if (client.heartbeatStatus > 0)
                 {
                     Debug.LogWarning(client.id + "心跳超时");
                     host.RemoveClient(client.id);
                 }
                 else
                 {
                     SendMsg(client.id, ProtoIDCfg.HEARTBEAT, null);
                     client.heartbeatStatus++;
                 }
                 client.heartbeatTime = Time.time;
             }
         }
     }
 }