bool JoinGame(GameJoin gj) { clog("Told to join gameId: " + gj.gameId + ", side: " + gj.side); if (gj.gameId == "") { clog("Bad gameId!"); return(false); } gameSession.gameId = gj.gameId; gameSession.side = gj.side; gameSession.uuidOtherPlayer = gj.uuidOtherPlayer; gameSession.status = STATUS.JOINED; gameSession.currentGs = new GameState(); var gs = gameSession.currentGs; gs.currentPlayer = gameSession.uuidPlayer; // Update Ball: if (gs.balls.Length == 0) { gs.balls = new Ball[1]; } BallControl bc = theBall.GetComponent <BallControl>(); bc.uuid = gj.ballId; // Add uuid to ball. gs.balls[0] = Ball.CopyBall(bc); // Match Assignments: // Given a side, 0 one is player one (left). 1 other player (right) PlayerControls left = null; PlayerControls right = null; if (players.Length != 2) { return(false); // Can't join this game. } foreach (GameObject g in players) { if (left == null) { left = g.GetComponent <PlayerControls>(); continue; } right = g.GetComponent <PlayerControls>(); if (right.transform.position.x < left.transform.position.x) { var tmp = left; left = right; right = tmp; } } Debug.Log("Left sel: " + left.transform.position.x + "Right other: " + right.transform.position.x); if (gameSession.side == 0) { left.uuid = gameSession.uuidPlayer; // Player 1 assigned in match by server. left.ownPlayer = true; right.uuid = gameSession.uuidOtherPlayer; right.ownPlayer = false; gs.players[0] = Player.CopyPlayer(left); gs.players[1] = Player.CopyPlayer(right); } else if (gameSession.side == 1) { right.uuid = gameSession.uuidPlayer; // Player 2 assigned in match by server. right.ownPlayer = true; left.uuid = gameSession.uuidOtherPlayer; left.ownPlayer = false; gs.players[0] = Player.CopyPlayer(right); gs.players[1] = Player.CopyPlayer(left); } // Assign player state: gameSession.currentGs = gs; clog("Transition to inGame."); gameSession.status = STATUS.INGAME; return(true); }
void UpdateLocalGame(GameState serverGameState) { if (serverGameState.sequence == 0) { gameSession.status = STATUS.INGAME; } GameState localGs = GatherGameState(); // Resolve server versus local score: localGs.score1 = serverGameState.score1; localGs.score2 = serverGameState.score2; // Ball, just assume ball is fair, if close to server. BallControl bc = theBall.GetComponent <BallControl>(); Ball ball = Ball.CopyBall(bc); /// Grab the first one... Ball serverBall = null; if (serverGameState.balls.Length > 0) { serverBall = serverGameState.balls[0]; bool ballPositionOK = PositionInRange(ball.position, serverBall.position); bool ballVelocityOK = VelocityInRange(ball.velocity, serverBall.velocity); if (!ballPositionOK || !ballVelocityOK) { // Blindly use server's ball position and velocity to resync. Better: Blend and rubber band. bc.setPosition(serverBall.position); bc.setVelocity(serverBall.velocity); } } else { // Perhaps a new game. No server info. } // Copy other paddle location(s) from server. Current player knows their own position. // TODO: need a map/ordered list. int cpIdx = -1; // current player int opIdx = -1; // other player Player[] serverPlayers = serverGameState.players; GameObject[] pcs = GameObject.FindGameObjectsWithTag("Player"); foreach (GameObject p in pcs) { PlayerControls a = p.GetComponent <PlayerControls>(); if (a.uuid == gameSession.uuidOtherPlayer) { // Find other player in server view: for (var i = 0; i < serverGameState.players.Length; i++) { if (a.uuid == serverPlayers[i].uuid) { a.setPosition(serverPlayers[i].position); if (a.uuid == gameSession.uuidPlayer) { cpIdx = i; } else if (a.uuid == gameSession.uuidOtherPlayer) { opIdx = i; } } } } } // Player ghost. The position of where the server *thinks* the current player is. // Copy server score. // Merge/tweak ball position and velocity, we only care the ball state is fair. // - Player position is ultimately sort of cosmetic. // Save to current GS. // Next update, gather and send that to server. return; }