예제 #1
0
 /// <summary>
 /// 发送可以开始
 /// </summary>
 public void SendWaitStart()
 {
     //byte[] bytes = RoomPlayerInfoMessage.GetBytes(new RoomPlayerInfoMessage("", true));
     byte[] bytes = PlayerInfoMessage.GetBytes(playerInfo);
     SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort,
             NetworkMessage.GetBytes(new NetworkMessage(10, NetworkTools.GetLocalIP(), bytes)));
 }
예제 #2
0
        /// <summary>
        /// 向玩家发送单个玩家的IP,枪械情况
        /// </summary>
        /// <param name="ip"></param>
        /// <param name="info"></param>
        public void SendPlayrMessageInfo(string ip, PlayerInfoMessage info)
        {
            byte[]         bytes = PlayerInfoMessage.GetBytes(info);
            NetworkMessage sendM = new NetworkMessage(17, NetworkTools.GetLocalIP(), bytes);

            SendMsg(ip, NetworkConstent.UDPClientPort, NetworkMessage.GetBytes(sendM));
        }
예제 #3
0
        /// <summary>
        /// 向所有客户端发送房间关闭信息
        /// </summary>
        void SendAllClose()
        {
            server.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.Broadcast, 1);
            EndPoint       point = new IPEndPoint(IPAddress.Broadcast, NetworkConstent.UDPClientPort);
            NetworkMessage m     = new NetworkMessage(3, NetworkTools.GetLocalIP(), Encoding.UTF8.GetBytes(NetworkTools.GetLocalIP()));

            server.SendTo(NetworkMessage.GetBytes(m), point);
        }
예제 #4
0
 /// <summary>
 /// 发送退出房间
 /// </summary>
 public void SendQuitRoom()
 {
     if (client != null)
     {
         SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort,
                 NetworkMessage.GetBytes(new NetworkMessage(9, NetworkTools.GetLocalIP(), new byte[0])));
     }
 }
예제 #5
0
        /// <summary>
        /// 发送Boss受到伤害
        /// </summary>
        /// <param name="hurt"></param>
        /// <param name="id"></param>
        /// <param name="listNum"></param>
        public void SendBossHurtMsg(float hurt, int id)
        {
            byte[] by = EnemyHurtMessge.GetBytes(
                new EnemyHurtMessge(hurt, id, 0));
            NetworkMessage message = new NetworkMessage(72, NetworkTools.GetLocalIP(), by);

            byte[] bytes = NetworkMessage.GetBytes(message);
            SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort, bytes);
        }
예제 #6
0
        /// <summary>
        /// Boss的状态信息
        /// </summary>
        /// <param name="state"></param>
        /// <param name="id"></param>
        /// <param name="listNum"></param>
        public void SendBossStateMsg(BossState state, BossAtkState s, int id)
        {
            byte[] by = BossStateMessage.GetBytes(
                new BossStateMessage(state, s));
            NetworkMessage message = new NetworkMessage(71, NetworkTools.GetLocalIP(), by);

            byte[] bytes = NetworkMessage.GetBytes(message);
            SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort, bytes);
        }
예제 #7
0
 /// <summary>
 /// 向玩家发送房间内所有玩家信息
 /// </summary>
 /// <param name="ip"></param>
 public void SendPlayerInfosToClient(string ip)
 {
     foreach (var item in playerData.GetPlayersInfo().Keys)
     {
         byte[]         bytes = RoomPlayerInfoMessage.GetBytes(playerData.GetPlayersInfo()[item]);
         NetworkMessage sendM = new NetworkMessage(15, NetworkTools.GetLocalIP(), bytes);
         SendMsg(ip, NetworkConstent.UDPClientPort, NetworkMessage.GetBytes(sendM));
     }
 }
예제 #8
0
        /// <summary>
        /// 同步小怪的目标
        /// </summary>
        /// <param name="hurt"></param>
        /// <param name="id"></param>
        /// <param name="listNum"></param>
        public void SendEnemyTargetMsg(string ip, int id, int listNum)
        {
            byte[] by = EnemyTargetMessage.GetBytes(
                new EnemyTargetMessage(ip, id, listNum));
            NetworkMessage message = new NetworkMessage(63, NetworkTools.GetLocalIP(), by);

            byte[] bytes = NetworkMessage.GetBytes(message);
            SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort, bytes);
        }
예제 #9
0
        /// <summary>
        /// 发送Boss的位置信息
        /// </summary>
        /// <param name="t"></param>
        /// <param name="id"></param>
        /// <param name="listNum"></param>
        public void SendBossTransformMsg(Transform t, int id)
        {
            byte[] by = EnemyInfoMessage.GetBytes(
                new EnemyInfoMessage(t.position, t.rotation.eulerAngles, id, 0));
            NetworkMessage message = new NetworkMessage(70, NetworkTools.GetLocalIP(), by);

            byte[] bytes = NetworkMessage.GetBytes(message);
            SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort, bytes);
        }
예제 #10
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        /// <summary>
        /// 启动客户端接收房间信息
        /// </summary>
        public virtual void StartServer(int port)
        {
            server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
            server.Bind(new IPEndPoint(IPAddress.Parse(NetworkTools.GetLocalIP()), port));//绑定端口号和IP

            //NetworkTools.PrintMessage("客户端已启动:" + NetworkTools.GetLocalIP() + " -- " + NetworkConstent.UDPClientPort);

            reciveTh = new Thread(ReciveMsg);
            reciveTh.Start();
        }
예제 #11
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        /// <summary>
        /// 启动服务器
        /// </summary>
        public virtual void StartServer()
        {
            server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
            server.Bind(new IPEndPoint(IPAddress.Parse(NetworkTools.GetLocalIP()), NetworkConstent.UDPServerPort));//绑定端口号和IP
            server.IOControl((int)NetworkConstent.SIO_UDP_CONNRESET, new byte[] { Convert.ToByte(false) }, null);
            NetworkTools.PrintMessage("服务器已启动:" + NetworkTools.GetLocalIP() + " -- " + NetworkConstent.UDPServerPort);

            reciveTh = new Thread(ReciveMsg);
            reciveTh.Start();
        }
예제 #12
0
 /// <summary>
 /// 向房间内的玩家发送开始游戏请求
 /// </summary>
 public void SendOtherPlayerStartGame()
 {
     RoomSingle.AddPlayer(playerInfo);
     byte[] infos = PlayerInfoMessage.GetBytes(RoomSingle.GetInfos()[NetworkTools.GetLocalIP()]);
     byte[] bytes = NetworkMessage.
                    GetBytes(new NetworkMessage(13, NetworkTools.GetLocalIP(), infos));
     foreach (var ip in playerData.GetPlayersInfo().Keys)
     {
         SendMsg(ip, NetworkConstent.UDPClientPort, bytes);
     }
 }
예제 #13
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        public override void StartServer(int port)
        {
            base.StartServer(port);
            NetworkMessage m = new NetworkMessage(2, NetworkTools.GetLocalIP(), Encoding.UTF8.GetBytes(NetworkTools.GetLocalIP()));

            NetworkManager._Instance.AddCallBack(1, GetRoomMsgCallBack);
            NetworkManager._Instance.AddCallBack(3, GetCloseRoomMsgCallBack);
            rooms = new RoomData();

            message = NetworkMessage.GetBytes(m);
        }
예제 #14
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 public void Awake()
 {
     base.BaseAwake();
     if (NetworkTools.GetLocalIP().Equals(RoomSingle.roomIP))
     {
         Destroy(this);
         return;
     }
     NetworkManager._Instance.AddCallBack(60, GetNetworkMsgCallBack);
     NetworkManager._Instance.AddCallBack(61, GetNetworkMsgCallBack);
     NetworkManager._Instance.AddCallBack(62, GetNetworkMsgCallBack);
 }
예제 #15
0
 public void SendPlayerShootToServer()
 {
     try
     {
         NetworkMessage message = new NetworkMessage(18, NetworkTools.GetLocalIP(), new byte[0]);
         byte[]         bytes   = NetworkMessage.GetBytes(message);
         SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort, bytes);
     }
     catch (Exception e)
     {
         Debug.LogError(e.ToString());
     }
 }
예제 #16
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        protected override void GetNetworkMsgCallBack(params object[] obj_arr)
        {
            NetworkMessage message = (NetworkMessage)obj_arr[0];

            if (message.type == 62 && !NetworkTools.GetLocalIP().Equals(message.ip))
            {
                EnemyHurtMessge hurt = EnemyHurtMessge.GetMessage(message.message);
                if (hurt.enemyType == enemy.enemyData.ID && hurt.num == enemy.enemyData.Listnum)
                {
                    AddMessage((NetworkMessage)obj_arr[0]);
                }
            }
        }
예제 #17
0
 /// <summary>
 /// 同步状态的方法
 /// </summary>
 /// <param name="state"></param>
 public void SendPlayerHurtToServer(float hurt)
 {
     try
     {
         NetworkMessage message = new NetworkMessage(6, NetworkTools.GetLocalIP(),
                                                     PlayerHurtMessage.GetBytes(new PlayerHurtMessage(hurt)));
         byte[] bytes = NetworkMessage.GetBytes(message);
         SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort, bytes);
     }
     catch (Exception e)
     {
         Debug.LogError(e.ToString());
     }
 }
예제 #18
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 /// <summary>
 /// 想要加入的房间
 /// </summary>
 /// <param name="ip"></param>
 public void SendAddRoom(string ip)
 {
     try
     {
         IPAddress.Parse(ip);
         Debug.Log("请求加入: " + ip);
     }
     catch (System.Exception)
     {
         Debug.LogError("请输入有效IP");
         return;
     }
     byte[] info = RoomPlayerInfoMessage.GetBytes(new RoomPlayerInfoMessage("", false, NetworkTools.GetLocalIP()));
     SendMsg(ip, NetworkConstent.UDPServerPort,
             NetworkMessage.GetBytes(new NetworkMessage(7, NetworkTools.GetLocalIP(), info)));
 }
예제 #19
0
        /// <summary>
        /// 退出房间的回调
        /// </summary>
        /// <param name="obj_arr"></param>
        void QuitRoomMsgCallBack(params object[] obj_arr)
        {
            NetworkMessage m = (NetworkMessage)obj_arr[0];

            playerData.RemovePlayerInfo(m.ip);
            NetworkManager._Instance.AddMessage(102, playerData);
            RoomSingle.RemovePlayer(m.ip);//装备情况删除
            //向所有玩家发送退出信息
            foreach (var item in playerData.GetPlayersInfo().Keys)
            {
                if (!item.Equals(NetworkTools.GetLocalIP()))
                {
                    SendRemovePlayrInfo(item, new RoomPlayerInfoMessage("", true, m.ip));
                }
            }
        }
예제 #20
0
 /// <summary>
 /// 同步状态的方法
 /// </summary>
 /// <param name="state"></param>
 public void SendPlayerStateToServer(PlayerState playerState, AtkState atkState)
 {
     try
     {
         NetworkMessage message = new NetworkMessage(5, NetworkTools.GetLocalIP(),
                                                     PlayerStateMessage.GetBytes(new PlayerStateMessage(playerState,
                                                                                                        atkState)));
         byte[] bytes = NetworkMessage.GetBytes(message);
         //Debug.Log("发送位置数据");
         //测试
         SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort, bytes);
     }
     catch (Exception e)
     {
         Debug.LogError(e.ToString());
     }
 }
예제 #21
0
 /// <summary>
 /// 同步位置方法
 /// </summary>
 /// <param name="trans"></param>
 public void SendTranfromToServer(Transform trans, float gunAngle)
 {
     try
     {
         NetworkMessage message = new NetworkMessage(4, NetworkTools.GetLocalIP(),
                                                     TransformMessage.GetBytes(new TransformMessage(
                                                                                   trans.position, trans.rotation.eulerAngles, gunAngle)));
         byte[] bytes = NetworkMessage.GetBytes(message);
         //Debug.Log("发送位置数据");
         //测试
         SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort, bytes);
     }
     catch (Exception e)
     {
         Debug.LogError(e.ToString());
     }
 }
예제 #22
0
        void CreateRoom(string roomName)
        {
            room = new RoomMessage(roomName, NetworkTools.GetLocalIP());

            NetworkManager._Instance.AddCallBack(2, SendRoomMsg);
            NetworkManager._Instance.AddCallBack(7, AddRoomMsgCallBack);
            NetworkManager._Instance.AddCallBack(9, QuitRoomMsgCallBack);
            NetworkManager._Instance.AddCallBack(10, UpdateRoomPlayerMsgCallBack);
            NetworkManager._Instance.AddCallBack(14, ReciveGetPlayerInfos);

            StartServer();
            playerData = new RoomPlayerData();
            playerData.AddPlayerInfo(NetworkTools.GetLocalIP(), new RoomPlayerInfoMessage("", true, NetworkTools.GetLocalIP()));
            playerInfo = new PlayerInfoMessage(1, 101, 102, "房主", NetworkTools.GetLocalIP());
            //RoomSingle.AddPlayer(new PlayerInfoMessage(2,104,105,"房主",NetworkTools.GetLocalIP()));
            NetworkManager._Instance.AddMessage(102, playerData);
            EventCenterManager._Instance.AddListener(EventType.GetPlayerInfo, GetPlayerInfoCallBack);
            EventCenterManager._Instance.AddListener(EventType.SetPlayerInfo, SetPlayerInfoCallBack);
        }
예제 #23
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 protected override void NetworkCallback(NetworkMessage message)
 {
     if (message.type == 60)
     {
         EnemyInfoMessage info = EnemyInfoMessage.GetMessage(message.message);
         string           key  = info.enemyType.ToString() + info.num.ToString();
         if (!enemyDic.ContainsKey(key))
         {
             GameObject prefab = Resources.Load <GameObject>("Prefab/Enemy/Enemy_AI_" + info.enemyType);
             GameObject obj    = Instantiate <GameObject>(prefab,
                                                          new Vector3(info.x, info.y, info.z), Quaternion.Euler(info.angleX, info.angleY, info.angleZ), transform);
             NetEnemyBase net = obj.GetComponent <NetEnemyBase>();
             net.SetIDandListNum(info.enemyType, info.num);
             net.SetTarget(info);
             enemyDic.Add(key, net);
         }
     }
     else if (message.type == 61)
     {
         //Debug.Log("同步小怪状态");
         EnemyStateMessage info = EnemyStateMessage.GetMessage(message.message);
         string            key  = info.enemyType.ToString() + info.num.ToString();
         if (enemyDic.ContainsKey(key))
         {
             enemyDic[key].SwitchEnemyState((EnemyState)info.state);
             if (info.state == (int)(EnemyState.Death))
             {
                 enemyDic.Remove(key);
             }
         }
     }
     else if (message.type == 62 && !NetworkTools.GetLocalIP().Equals(message.ip))
     {
         EnemyHurtMessge info = EnemyHurtMessge.GetMessage(message.message);
         string          key  = info.enemyType.ToString() + info.num.ToString();
         if (enemyDic.ContainsKey(key))
         {
             enemyDic[key].ReduceHP(info.hurt);
         }
     }
 }
예제 #24
0
 /// <summary>
 /// 向客户端发送可以加入信息
 /// </summary>
 /// <param name="obj_arr"></param>
 void AddRoomMsgCallBack(params object[] obj_arr)
 {
     //房间最多4个人
     if (playerData.GetPlayersInfo().Count < 4)
     {
         NetworkMessage        m    = (NetworkMessage)obj_arr[0];
         RoomPlayerInfoMessage info = RoomPlayerInfoMessage.GetMessage(m.message);
         playerData.AddPlayerInfo(m.ip, info);
         NetworkManager._Instance.AddMessage(102, playerData);
         Debug.Log("房间加入玩家" + m.ip + " --- " + playerData.GetPlayersInfo().Count);
         byte[] bytes = NetworkMessage.GetBytes(new NetworkMessage(8, NetworkTools.GetLocalIP(), new byte[0]));
         SendMsg(m.ip, NetworkConstent.UDPClientPort, bytes);
         //向所有玩家发送加入信息
         foreach (var item in playerData.GetPlayersInfo().Keys)
         {
             if (!item.Equals(NetworkTools.GetLocalIP()))
             {
                 SendPlayerInfosToClient(item);
             }
         }
     }
 }
예제 #25
0
        protected override void GetNetworkMsgCallBack(params object[] obj_arr)
        {
            NetworkMessage message = (NetworkMessage)obj_arr[0];

            if (message.type == 50 && !message.ip.Equals(NetworkTools.GetLocalIP()))//位置同步
            {
                BulletMessage bullet = BulletMessage.GetMessage(message.message);
                if ((bullet.bulletType == (int)BulletType.boosMissile || bullet.bulletType == (int)BulletType.bossBullet) && NetworkTools.GetLocalIP().Equals(RoomSingle.roomIP))
                {
                    return;
                }
                if (bullets.ContainsKey(message.ip + bullet.num) && bullet.bulletType != (int)BulletType.bossBullet)//有这颗子弹
                {
                    if (bullet.bulletType == (int)BulletType.bossBullet)
                    {
                        return;
                    }
                    bullets[message.ip + bullet.num].SetTarget(bullet);
                }
                else//没有这个子弹, 根据子弹的类型生成子弹
                {
                    AddMessage(message);
                }
            }
            else if (message.type == 51 && !message.ip.Equals(NetworkTools.GetLocalIP()))//位置同步
            {
                BulletMessage bullet = BulletMessage.GetMessage(message.message);
                if (bullet.bulletType == (int)BulletType.bossBullet)
                {
                    return;
                }
                if (bullets.ContainsKey(message.ip + bullet.num))//有这颗子弹
                {
                    //爆炸
                    AddMessage(message);
                }
            }
        }
예제 #26
0
 protected override void NetworkCallback(NetworkMessage message)
 {
     if (message.type == 50 && !message.ip.Equals(NetworkTools.GetLocalIP()))//位置同步
     {
         BulletMessage bullet = BulletMessage.GetMessage(message.message);
         if ((bullet.bulletType == (int)BulletType.boosMissile || bullet.bulletType == (int)BulletType.bossBullet) && NetworkTools.GetLocalIP().Equals(RoomSingle.roomIP))
         {
             return;
         }
         if (!bullets.ContainsKey(message.ip + bullet.num))//有这颗子弹
         {
             GameObject prefab = Resources.Load <GameObject>("Prefab/Bullet/Net_" + ((BulletType)bullet.bulletType).ToString());
             GameObject obj    = Instantiate <GameObject>(prefab,
                                                          new Vector3(bullet.x, bullet.y, bullet.z),
                                                          Quaternion.Euler(bullet.angleX, bullet.angleY, bullet.angleZ));
             obj.GetComponent <NetworkBullet>().SetTarget(bullet);
             if (bullet.bulletType != (int)BulletType.bossBullet)
             {
                 bullets.Add(message.ip + bullet.num, obj.GetComponent <NetworkBullet>());
             }
         }
     }
     else if (message.type == 51 && !message.ip.Equals(NetworkTools.GetLocalIP()))//包扎同步
     {
         BulletMessage bullet = BulletMessage.GetMessage(message.message);
         if (bullet.bulletType == (int)BulletType.bossBullet)
         {
             return;
         }
         if (bullets.ContainsKey(message.ip + bullet.num))//有这颗子弹
         {
             bullets[message.ip + bullet.num].Explosion();
             bullets.Remove(message.ip + bullet.num);
         }
     }
 }
예제 #27
0
 public void SendGetRoomPlayerInfos()
 {
     SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort,
             NetworkMessage.GetBytes(new NetworkMessage(14, NetworkTools.GetLocalIP(), null)));
 }
예제 #28
0
 private void OnEnable()
 {
     NetworkManager._Instance.AddCallBack(102, GetNetworkMsgCallBack);
     NetworkManager._Instance.CreateRoom("房间111");
     RoomSingle.roomIP = NetworkTools.GetLocalIP();
 }
예제 #29
0
 /// <summary>
 /// 子弹爆炸
 /// </summary>
 /// <param name="p"></param>
 /// <param name="r"></param>
 /// <param name="type"></param>
 /// <param name="num"></param>
 public void SendExplosion(Vector3 p, Vector3 r, int type, int num)
 {
     byte[] b = BulletMessage.GetBytes(new BulletMessage(p, r, type, num));
     byte[] m = NetworkMessage.GetBytes(new NetworkMessage(51, NetworkTools.GetLocalIP(), b));
     SendMsg(RoomSingle.roomIP, NetworkConstent.UDPServerPort, m);
 }
예제 #30
0
 public WaitStartRoomSendClient()
 {
     playerInfo = new PlayerInfoMessage(1, 101, 102, "玩家", NetworkTools.GetLocalIP());
 }