public static void MessageAnalyze(MsgCode protocolCode, byte[] data) { DebugUtils.Log(DebugUtils.Type.MessageAnalyze, string.Format("send protocolCode {0} total length:{1}", protocolCode, data.Length)); if (protocolCode == MsgCode.UpdateMessage) { UpdateC2S u = ProtobufUtils.Deserialize <UpdateC2S>(data); DebugUtils.LogWarning(DebugUtils.Type.MessageAnalyze, string.Format("operation: {0} total length:{1}", u.operation.opType, data.Length)); } }
public override void Fire() { base.Fire(); if (playerOwner) { // check brithPostion is suitable PathAgent agent = owner.pathAgent; FixVector3 destination = owner.position + owner.direction.normalized * 3; // 3 meter front of owner FixVector3 hitPosition; FixVector3 simpleOnMapPoint = FixVector3.zero; // mapping destination on navmesh bool sampleResult = agent.SamplePosition(destination, out simpleOnMapPoint); if (sampleResult) { destination = simpleOnMapPoint; } bool result = agent.Raycast(destination, out hitPosition); if (result) { // didn't encountered obstruction destination = hitPosition; } UpdateC2S message = new UpdateC2S(); message.timestamp = DataManager.GetInstance().GetFrame(); Operation op = new Operation(); op.unitId = id; op.targetId = owner.id; // test op.unitMetaId = metaId; // test op.opType = OperationType.SyncSkillTargetPosition; // wrong type op.x = destination.vector3.x; op.y = destination.vector3.y; op.z = destination.vector3.z; message.operation = op; PostBattleMessage(MsgCode.UpdateMessage, message); DebugUtils.LogWarning(DebugUtils.Type.AI_Skill, string.Format("skill {0} {1},send sync position ", id, skillName)); } DebugUtils.LogWarning(DebugUtils.Type.AI_Skill, string.Format("Fire skill {0} {1},waiting sync position ", id, skillName)); }
private void BroadCastFeedBack(long frame) { byte[] dataS2C = null; UpdateS2C updateS2C = new UpdateS2C(); updateS2C.battleId = 0; updateS2C.timestamp = frame; if (status == LocalBattleStatus.Start) { NoticeS2C noticeS2C = new NoticeS2C(); noticeS2C.type = NoticeType.BattleBegin; dataS2C = ProtobufUtils.Serialize(noticeS2C); localMessageHandlers[MsgCode.NoticeMessage](dataS2C); status = LocalBattleStatus.Normaly; } for (int i = messageList.Count - 1; i >= 0; i--) { if (messageList[i].msgCode == MsgCode.UpdateMessage) { UpdateC2S updateC2S = ProtobufUtils.Deserialize <UpdateC2S>(messageList[i].data); updateS2C.ops.Add(updateC2S.operation); } else if (messageList[i].msgCode == MsgCode.NoticeMessage) { NoticeC2S noticeC2S = ProtobufUtils.Deserialize <NoticeC2S>(messageList[i].data); NoticeS2C noticeS2C = new NoticeS2C(); noticeS2C.type = noticeC2S.type; dataS2C = ProtobufUtils.Serialize(noticeS2C); DebugUtils.Log(DebugUtils.Type.LocalBattleMessage, string.Format("Send {0} feed back succeed ", messageList[i].msgCode)); localMessageHandlers[MsgCode.NoticeMessage](dataS2C); // battle end need to stop send updateS2CS if (noticeC2S.type == NoticeType.BattleResultBlueWin || noticeC2S.type == NoticeType.BattleResultRedWin || noticeC2S.type == NoticeType.BattleResultDraw) { status = LocalBattleStatus.End; } } else if (messageList[i].msgCode == MsgCode.SyncMessage) { SyncC2S syncC2S = ProtobufUtils.Deserialize <SyncC2S>(messageList[i].data); Sync s = new Sync(); s.syncState = syncC2S.syncState; s.unitId = syncC2S.uintId; s.continuedWalkNum = syncC2S.continuedWalkNum; s.timestamp = frame; foreach (Position item in syncC2S.positions) { s.positions.Add(item); } Operation operation = new Operation(); operation.sync = s; operation.opType = OperationType.SyncPath; updateS2C.ops.Add(operation); } else if (messageList[i].msgCode == MsgCode.QuitBattleMessage) { QuitBattleC2S quitBattleC2S = ProtobufUtils.Deserialize <QuitBattleC2S>(messageList[i].data); QuitBattleS2C quitBattleS2C = new QuitBattleS2C(); quitBattleS2C.serverIp = "127.0.0.1"; quitBattleS2C.serverPort = 0; quitBattleS2C.serverType = ServerType.GameServer; dataS2C = ProtobufUtils.Serialize(quitBattleS2C); DebugUtils.Log(DebugUtils.Type.LocalBattleMessage, string.Format("Send {0} feed back succeed ", messageList[i].msgCode)); localMessageHandlers[MsgCode.QuitBattleMessage](dataS2C); status = LocalBattleStatus.End; return; } else if (messageList[i].msgCode == MsgCode.UploadSituationMessage) { UploadSituationC2S uploadSituationC2S = ProtobufUtils.Deserialize <UploadSituationC2S>(messageList[i].data); UploadSituationS2C uploadSituationS2C = new UploadSituationS2C(); uploadSituationS2C.type = uploadSituationC2S.type; dataS2C = ProtobufUtils.Serialize(uploadSituationS2C); DebugUtils.Log(DebugUtils.Type.LocalBattleMessage, string.Format("Send {0} feed back succeed ", messageList[i].msgCode)); Action <byte[]> callback = null; if (localMessageHandlers.TryGetValue(MsgCode.UploadSituationMessage, out callback)) { callback.Invoke(dataS2C); } } else { DebugUtils.LogError(DebugUtils.Type.LocalBattleMessage, string.Format("Can't handle this local message now message code = {0} ", messageList[i].msgCode)); } messageList.RemoveAt(i); } dataS2C = ProtobufUtils.Serialize(updateS2C); for (int i = 0; i < updateS2C.ops.Count; i++) { DebugUtils.Log(DebugUtils.Type.LocalBattleMessage, string.Format("Frame: Send feed back operation {0}", updateS2C.ops[i].opType)); } localMessageHandlers[MsgCode.UpdateMessage](dataS2C); }
private void SprintState(int deltaTime) { LogicUnit target = owner.target; FixVector3 position = owner.position; PathAgent agent = owner.pathAgent; if (target != null && target.Alive() && target.id == owner.target.id) { if (FixVector3.SqrDistance(target.position, owner.targetPosition) > GameConstants.BEGINCHASE_DISTANCE) // 5f is a testing distance { // if target leave the position too far, need to refresh chase path owner.targetPosition = target.position; owner.FindChasePath(owner.target.position); return; } if (TargetWithInAttackArea()) { if (target != null && target.Alive() && target.id == owner.target.id) { if (playerOwner) { FixVector3 direction = (target.position - position).normalized; FixVector3 destination = owner.position + direction * 5f;// Temp distance. FixVector3 hitPosition = FixVector3.zero; FixVector3 simpleOnMapPoint = FixVector3.zero; // mapping destination on navmesh bool sampleResult = agent.SamplePosition(destination, out simpleOnMapPoint); if (sampleResult) { destination = simpleOnMapPoint; } bool result = agent.Raycast(destination, out hitPosition); if (result) { destination = hitPosition; } DataManager clientData = DataManager.GetInstance(); UpdateC2S message = new UpdateC2S(); message.timestamp = clientData.GetFrame(); Operation op = new Operation(); op.playerId = clientData.GetPlayerId(); op.unitId = id; op.targetId = owner.id; // test op.unitMetaId = metaId; // test op.opType = OperationType.SyncSkillTargetPosition; // wrong type op.x = destination.vector3.x; op.y = destination.vector3.y; op.z = destination.vector3.z; message.operation = op; PostBattleMessage(MsgCode.UpdateMessage, message); DebugUtils.Log(DebugUtils.Type.AI_Skill, string.Format("YueGuangChongCi sync destination : {0}", destination)); } } else { Stop(); } } else { if (!owner.CurrentPathAlreadyFinished()) { owner.WaypointHandler(); FixVector3 d = owner.speed * deltaTime; agent.Move(d); } else { // wait for chase path } } } else { // Skill will be shut down when target death. Stop(); owner.Idle(); } }