Exemplo n.º 1
0
        private void NET_ProcessMessage(NET_Messages.IMessage message)
        {
            //---------------------------------------------------------------------------------------------//
            //Message handling:
            //---------------------------------------------------------------------------------------------//
            if (message != null)
            {
                //Host message handling
                if (isHost == true)
                {
                    //Update message
                    if (message as NET_Messages.NET_Message_Update != null)
                    {
                        object objectBuffer = 0;
                        byte[] byteBuffer   = new byte[1];
                        message.GetData(ref byteBuffer, ref objectBuffer, false);
                        NET_DataPack pack = new NET_DataPack(byteBuffer);

                        //Set update data to internal slots
                        int messagePID = (int)pack.GetData("PlayerID");
                        playersGameData[messagePID - 1] = pack;
                    }
                    //Event call message
                    else if (message as NET_Messages.NET_Message_EventCall != null)
                    {
                        object objectBuffer = 0;
                        byte[] byteBuffer   = new byte[1];
                        message.GetData(ref byteBuffer, ref objectBuffer, false);
                        NET_DataPack pack = new NET_DataPack(byteBuffer);

                        //Add event to list
                        NET_EventCall call = new NET_EventCall(pack);
                        eventCalls.Add(call);
                    }
                    //Disconnect message
                    else if (message as NET_Messages.NET_Message_Disconnect != null)
                    {
                        object objectBuffer = 0;
                        byte[] byteBuffer   = new byte[1];
                        message.GetData(ref byteBuffer, ref objectBuffer, false);
                        NET_DataPack pack = new NET_DataPack(byteBuffer);

                        int messagePID = (int)pack.GetData("PlayerID");
                        tcpServer.TCP_Server_ClientDisconnected(messagePID);
                    }
                }
                //Client message handling
                else
                {
                    //Server broadcast
                    if (message as NET_Messages.NET_Message_ServerBroadcast != null)
                    {
                        object objectBuffer = 0;
                        byte[] byteBuffer   = new byte[1];
                        message.GetData(ref byteBuffer, ref objectBuffer, false);
                        NET_DataPack pack = new NET_DataPack(byteBuffer);

                        string     ipAddress = (string)pack.GetData("ServerIPAddress");
                        int        playerC   = (int)pack.GetData("PlayerSlotsUsed");
                        string     serName   = (string)pack.GetData("ServerName");
                        GAME_State state     = (GAME_State)pack.GetData("GameState");
                        if (serverInfos.ContainsKey(ipAddress) == false)
                        {
                            NET_ServerInfo info = new NET_ServerInfo(ipAddress, playerC, gameState, serName);
                            serverInfos.Add(ipAddress, info);
                        }
                        else
                        {
                            NET_ServerInfo info = serverInfos[ipAddress];
                            info.INFO_SetPlayerCount(playerC);
                            info.INFO_SetState(gameState);
                            serverInfos[ipAddress] = info;
                        }
                        //If server broadcast is from connected server --> set player count
                        if (ipAddress == this.serverIP.ToString())
                        {
                            this.playerCount = playerC;
                        }
                    }
                    //Update message
                    else if (message as NET_Messages.NET_Message_Update != null)
                    {
                        object objectBuffer = 0;
                        byte[] byteBuffer   = new byte[1];
                        message.GetData(ref byteBuffer, ref objectBuffer, false);
                        NET_UberPack uberPack = new NET_UberPack(byteBuffer);

                        //Unpack uber pack
                        NET_DataPack packP1 = uberPack.GetPack(1);
                        NET_DataPack packP2 = uberPack.GetPack(2);
                        NET_DataPack packP3 = uberPack.GetPack(3);
                        NET_DataPack packP4 = uberPack.GetPack(4);

                        //Set update data to internal slots
                        if (packP1 != null && playerID != 1)
                        {
                            playersGameData[0] = packP1;
                        }
                        if (packP2 != null && playerID != 2)
                        {
                            playersGameData[1] = packP2;
                        }
                        if (packP3 != null && playerID != 3)
                        {
                            playersGameData[2] = packP3;
                        }
                        if (packP4 != null && playerID != 4)
                        {
                            playersGameData[3] = packP4;
                        }
                    }
                    //Event call message
                    else if (message as NET_Messages.NET_Message_EventCall != null)
                    {
                        object objectBuffer = 0;
                        byte[] byteBuffer   = new byte[1];
                        message.GetData(ref byteBuffer, ref objectBuffer, false);
                        NET_DataPack pack = new NET_DataPack(byteBuffer);

                        NET_EventCall call = new NET_EventCall(pack);
                        eventCalls.Add(call);
                    }
                    //Welcome message --> Set playerID for clients
                    else if (message as NET_Messages.NET_Message_Welcome != null)
                    {
                        object objectBuffer = 0;
                        byte[] byteBuffer   = new byte[1];
                        message.GetData(ref byteBuffer, ref objectBuffer, false);
                        NET_DataPack pack = new NET_DataPack(byteBuffer);

                        this.playerID = (int)pack.GetData("YourPlayerID");
                    }
                    //Disconnect message
                    else if (message as NET_Messages.NET_Message_Disconnect != null)
                    {
                        object objectBuffer = 0;
                        byte[] byteBuffer   = new byte[1];
                        message.GetData(ref byteBuffer, ref objectBuffer, false);
                        NET_DataPack pack = new NET_DataPack(byteBuffer);

                        int messagePID = (int)pack.GetData("PlayerID");
                        if (messagePID == playerID)
                        {
                            tcpClient.TCP_Disconnected();
                            playerID = 0;
                        }
                    }
                }
            }
        }
Exemplo n.º 2
0
        /// <summary>
        /// Function to call on every update cycle
        /// </summary>
        public void NET_Update()
        {
            //Record current time
            thisTime = DateTime.Now;

            //Process all enqueued udp messages
            NET_Messages.IMessage[] udpMessages = udpSystem.UDP_DequeueMessages();
            if (udpMessages != null)
            {
                foreach (NET_Messages.IMessage MS in udpMessages)
                {
                    NET_ProcessMessage(MS);
                }
            }

            //Process all enqueued tcp messages
            if (isHost == true)
            {
                this.playerCount = tcpServer.TCP_Server_GetPlayerCount();

                NET_Messages.IMessage[] playerSlot2Messages = tcpServer.TCP_DequeueMessages(2);
                if (playerSlot2Messages != null)
                {
                    foreach (NET_Messages.IMessage MS in playerSlot2Messages)
                    {
                        NET_ProcessMessage(MS);
                    }
                }
                NET_Messages.IMessage[] playerSlot3Messages = tcpServer.TCP_DequeueMessages(3);
                if (playerSlot3Messages != null)
                {
                    foreach (NET_Messages.IMessage MS in playerSlot3Messages)
                    {
                        NET_ProcessMessage(MS);
                    }
                }
                NET_Messages.IMessage[] playerSlot4Messages = tcpServer.TCP_DequeueMessages(4);
                if (playerSlot4Messages != null)
                {
                    foreach (NET_Messages.IMessage MS in playerSlot4Messages)
                    {
                        NET_ProcessMessage(MS);
                    }
                }
            }
            else
            {
                NET_Messages.IMessage[] playersMessages = tcpClient.TCP_DequeueMessages();
                if (playersMessages != null)
                {
                    foreach (NET_Messages.IMessage MS in playersMessages)
                    {
                        NET_ProcessMessage(MS);
                    }
                }
            }

            //TimeStepping V1
            float delta = thisTime.Subtract(lastTime).Milliseconds;

            if ((float)Math.Abs(delta) > timeStep)
            {
                this.lastTime = DateTime.Now;
                //Create update message V2
                //Old system:
                //3 messages in / 12 messages out
                //New system:
                //3 messages in / 3 messages out
                if (playerID != 0 && playerCount > 1)
                {
                    NET_Messages.NET_Message_Update update = new NET_Messages.NET_Message_Update(DateTime.Now);

                    if (isHost == true)
                    {
                        NET_DataPack packP1 = null;
                        NET_DataPack packP2 = null;
                        NET_DataPack packP3 = null;
                        NET_DataPack packP4 = null;

                        if (playersGameData[0] != null)
                        {
                            packP1 = playersGameData[0];
                            packP1.SetData("PlayerID", 1);
                        }
                        if (playersGameData[1] != null)
                        {
                            packP2 = playersGameData[1];
                            packP2.SetData("PlayerID", 2);
                        }
                        if (playersGameData[2] != null)
                        {
                            packP3 = playersGameData[2];
                            packP3.SetData("PlayerID", 3);
                        }
                        if (playersGameData[3] != null)
                        {
                            packP4 = playersGameData[3];
                            packP4.SetData("PlayerID", 4);
                        }

                        //Create uber-pack containing packs from all players (System 1 to reduce message count by factor 3 --> but rise message size by 4)
                        NET_UberPack uberPack = new NET_UberPack(packP1, packP2, packP3, packP4);
                        update.SetData(uberPack.SerializePacks());

                        //Enqueue update message
                        tcpServer.TCP_EnqueueMessage(update, 2);
                        tcpServer.TCP_EnqueueMessage(update, 3);
                        tcpServer.TCP_EnqueueMessage(update, 4);
                    }
                    else
                    {
                        if (playersGameData[playerID - 1] != null)
                        {
                            NET_DataPack pack = playersGameData[playerID - 1];
                            pack.SetData("PlayerID", playerID);
                            update.SetData(pack.SerializeData());

                            tcpClient.TCP_EnqueueMessage(update);
                        }
                    }
                }
            }
        }