Exemplo n.º 1
0
        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);
            }
        }
Exemplo n.º 2
0
 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);
     }
 }
Exemplo n.º 3
0
        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;
            }
        }