コード例 #1
0
        private void initBehaviors()
        {
            behaviorsByPlayer = new Dictionary <byte, List <FrameSyncManagedBehaviour> >();
            List <FPVector> playerPosition = new List <FPVector>();

            playerPosition.Add(new FPVector(-5.0f, 0, 0));
            playerPosition.Add(new FPVector(-5.0f, 0, 5.0f));
            int playerIndex = 0;

            var playersEnum = lockstep.Players.GetEnumerator();

            while (playersEnum.MoveNext())
            {
                FPPlayer p = playersEnum.Current.Value;

                List <FrameSyncManagedBehaviour> behaviorsInstatiated = new List <FrameSyncManagedBehaviour>();

                for (int index = 0, length = playerPrefabs.Length; index < length; index++)
                {
                    GameObject prefab = playerPrefabs[index];

                    GameObject prefabInst = Instantiate(prefab);
                    prefabInst.transform.position = playerPosition[playerIndex].ToVector();
                    InitializeGameObject(prefabInst, prefabInst.transform.position.ToFPVector(), prefabInst.transform.rotation.ToFPQuaternion());

                    FrameSyncBehaviour[] behaviours = prefabInst.GetComponentsInChildren <FrameSyncBehaviour>();
                    for (int index2 = 0, length2 = behaviours.Length; index2 < length2; index2++)
                    {
                        FrameSyncBehaviour behaviour = behaviours[index2];

                        behaviour.owner           = p.playerInfo;
                        behaviour.localOwner      = lockstep.LocalPlayer.playerInfo;
                        behaviour.numberOfPlayers = lockstep.Players.Count;

                        FrameSyncManagedBehaviour tsmb = NewManagedBehavior(behaviour);
                        tsmb.owner      = behaviour.owner;
                        tsmb.localOwner = behaviour.localOwner;

                        behaviorsInstatiated.Add(tsmb);
                    }
                }

                behaviorsByPlayer.Add(p.ID, behaviorsInstatiated);

                playerIndex++;
            }
        }
コード例 #2
0
        // 添加玩家
        public void AddPlayer(byte playerId, string playerName, bool isLocal)
        {
            FPPlayer tSPlayer = new FPPlayer(playerId, playerName);

            this.players.Add(tSPlayer.ID, tSPlayer);
            this.activePlayers.Add(tSPlayer);
            if (isLocal)             // 本地玩家
            {
                this.localPlayer = tSPlayer;
                this.localPlayer.sentSyncedStart = true;
            }
            this.UpdateActivePlayers();
            bool flag = this.replayMode == ReplayMode.RECORD_REPLAY;

            if (flag)
            {
                this.replayRecord.AddPlayer(tSPlayer);
            }
        }
コード例 #3
0
        private void DropLagPlayers()
        {
            List <FPPlayer> list    = new List <FPPlayer>();
            int             refTick = this.GetRefTick(this.GetSyncedDataTick());
            bool            flag    = refTick >= 0;

            if (flag)
            {
                int i     = 0;
                int count = this.activePlayers.Count;
                while (i < count)
                {
                    FPPlayer tSPlayer = this.activePlayers[i];
                    bool     flag2    = !tSPlayer.IsDataReady(refTick);
                    if (flag2)
                    {
                        tSPlayer.dropCount++;
                        list.Add(tSPlayer);
                    }
                    i++;
                }
            }
            int j      = 0;
            int count2 = list.Count;

            while (j < count2)
            {
                FPPlayer p = list[j];
                this.CheckDrop(p);
                bool sendDataForDrop = list[j].GetSendDataForDrop(this.localPlayer.ID, this._syncedDataCacheDrop);
                if (sendDataForDrop)
                {
                    this.communicator.OpRaiseEvent(199, SyncedData.Encode(this._syncedDataCacheDrop), true, null);
                    SyncedData.pool.GiveBack(this._syncedDataCacheDrop[0]);
                }
                j++;
            }
        }
コード例 #4
0
        private static byte[] ToReplayBytes(ReplayRecord replay)
        {
            List <byte> list = new List <byte>();

            Dictionary <byte, FPPlayer> .Enumerator enumerator = replay.players.GetEnumerator();
            while (enumerator.MoveNext())
            {
                KeyValuePair <byte, FPPlayer> current = enumerator.Current;
                FPPlayer value = current.Value;
                list.Add(value.playerInfo.id);
                Utils.GetBytes(value.playerInfo.name.Length, list);
                list.AddRange(Encoding.ASCII.GetBytes(value.playerInfo.name));
                Utils.GetBytes(value.controls.Count, list);
                Dictionary <int, SyncedData> .Enumerator enumerator2 = value.controls.GetEnumerator();
                while (enumerator2.MoveNext())
                {
                    KeyValuePair <int, SyncedData> current2 = enumerator2.Current;
                    Utils.GetBytes(current2.Key, list);
                    current2 = enumerator2.Current;
                    current2.Value.inputData.Serialize(list);
                }
            }
            return(list.ToArray());
        }
コード例 #5
0
        private void OnEventDataReceived(byte eventCode, object content)
        {
            bool flag = eventCode == 199;

            if (flag)             // 接收操作数据
            {
                byte[]            data = content as byte[];
                List <SyncedData> list = SyncedData.Decode(data);                // 解码
                bool flag2             = list.Count > 0;
                if (flag2)                                                       // 有数据
                {
                    FPPlayer tSPlayer = this.players[list[0].inputData.ownerID]; // 找到对应的玩家
                    bool     flag3    = !tSPlayer.dropped;
                    if (flag3)                                                   // 该玩家没有掉线
                    {
                        this.OnSyncedDataReceived(tSPlayer, list);               // 处理同步数据
                        bool flag4 = list[0].dropPlayer && tSPlayer.ID != this.localPlayer.ID && !this.players[list[0].dropFromPlayerId].dropped;
                        if (flag4)
                        {
                            tSPlayer.dropCount++;                             // 统计掉线玩家数量
                        }
                    }
                    else                     // 该玩家掉线了,回收数据对象
                    {
                        int i     = 0;
                        int count = list.Count;
                        while (i < count)
                        {
                            SyncedData.pool.GiveBack(list[i]);
                            i++;
                        }
                    }
                    SyncedData.poolList.GiveBack(list);
                }
            }
            else
            {
                bool flag5 = eventCode == 198;
                if (flag5)
                {
                    byte[] infoBytes = content as byte[];
                    this.OnChecksumReceived(SyncedInfo.Decode(infoBytes));
                }
                else
                {
                    bool flag6 = eventCode == 197;
                    if (flag6)
                    {
                        byte[] array = content as byte[];
                        bool   flag7 = array.Length != 0;
                        if (flag7)
                        {
                            bool flag8 = array[0] == 0;
                            if (flag8)
                            {
                                this.Pause();
                            }
                            else
                            {
                                bool flag9 = array[0] == 1;
                                if (flag9)
                                {
                                    this.Run();
                                }
                                else
                                {
                                    bool flag10 = array[0] == 3;
                                    if (flag10)
                                    {
                                        this.End();
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        bool flag11 = eventCode == 196;
                        if (flag11)
                        {
                            byte[]     infoBytes2 = content as byte[];
                            SyncedInfo syncedInfo = SyncedInfo.Decode(infoBytes2);
                            this.players[syncedInfo.playerId].sentSyncedStart = true;
                        }
                    }
                }
            }
        }
コード例 #6
0
 protected abstract void OnSyncedDataReceived(FPPlayer player, List <SyncedData> data);
コード例 #7
0
 internal void AddPlayer(FPPlayer player)
 {
     this.players[player.ID] = new FPPlayer(player.ID, player.playerInfo.name);
 }
コード例 #8
0
 protected override void OnSyncedDataReceived(FPPlayer player, List <SyncedData> data)
 {
     player.AddDataRollback(data);
 }