public void HandleTickSyncMsg(ref TickSyncMsg msg, int connectionId) { if (GameStatics.OnlineSession.Mode == OnlineSessionMode.Client) { // Synchronize tick float delayTime = GameStatics.OnlineSession.GetRemoteDelayTimeMS(connectionId, msg.Timestamp) * 0.001f; int ticksFromNetworkDelay = Mathf.FloorToInt(delayTime / Time.fixedDeltaTime); // We want to be one half RTT ahead of server in terms of ticks SimulationSystem.InitializeAtTick(msg.Tick + ticksFromNetworkDelay + ticksFromNetworkDelay); // Send a msg to signal ready SimpleEventMsg sem = new SimpleEventMsg(); sem.Event = SimpleEventMsg.EventType.TickSynced; sem.Serialize(GameStatics.OnlineSession.NetBuffer); GameStatics.OnlineSession.SendBufferToServer(OnlineSession.ReliableSequencedChannelId); } }
private void HandleLoadSceneMsg(ref SceneLoadingMsg msg, int connectionId) { if (GameStatics.OnlineSession.Mode == OnlineSessionMode.Server) { // Confirm client is in same scene, and send a synchronization message if (msg.SceneName == SceneManager.GetActiveScene().name) { TickSyncMsg tsm = new TickSyncMsg(); tsm.Tick = SimulationSystem.PresentTick; tsm.Timestamp = GameStatics.OnlineSession.GetTimestamp(); tsm.Serialize(GameStatics.OnlineSession.NetBuffer); GameStatics.OnlineSession.SendBufferToConnection(connectionId, OnlineSession.ReliableSequencedChannelId); } } else if (GameStatics.OnlineSession.Mode == OnlineSessionMode.Client) { SceneManager.LoadScene(msg.SceneName); } }
public void OnData(int connectionId, int channelId, int receiveSize, int msgId) { NetworkMessageID iMsgId = (NetworkMessageID)msgId; switch (iMsgId) { case (NetworkMessageID.SceneLoading): SceneLoadingMsg slm = new SceneLoadingMsg(); slm.Deserialize(GameStatics.OnlineSession.NetBuffer); HandleLoadSceneMsg(ref slm, connectionId); break; case (NetworkMessageID.TickSync): TickSyncMsg tsm = new TickSyncMsg(); tsm.Deserialize(GameStatics.OnlineSession.NetBuffer); HandleTickSyncMsg(ref tsm, connectionId); break; case (NetworkMessageID.SimpleEvent): SimpleEventMsg sem = new SimpleEventMsg(); sem.Deserialize(GameStatics.OnlineSession.NetBuffer); HandleSimpleEventMsg(connectionId, sem.Event); break; case (NetworkMessageID.SpawnPlayer): SpawnPlayerMsg spm = new SpawnPlayerMsg(); spm.Deserialize(GameStatics.OnlineSession.NetBuffer); HandleSpawnPlayerMsg(ref spm, connectionId); break; case (NetworkMessageID.SpawnCharacter): SpawnCharacterMsg scm = new SpawnCharacterMsg(); scm.Deserialize(GameStatics.OnlineSession.NetBuffer); HandleSpawnCharacterMsg(ref scm); break; case (NetworkMessageID.LazerHit): LazerFireMsg lhm = new LazerFireMsg(); lhm.Deserialize(GameStatics.OnlineSession.NetBuffer); HandleLazerFireMsg(ref lhm); break; } }