public MStepRes Handle(long playerId, MStepReq message) { var playerInputs = new List <PlayerInput>(); foreach (var item in message.GameInput.Commands) { playerInputs.Add(new PlayerInput(item)); } var input = new Msg_PlayerInput(message.GameInput.Tick, (byte)message.GameInput.ActorId, playerInputs); #if DEBUG_SHOW_INPUT if (input.Commands != null && input.Commands?.Length > 0) { var cmd = input.Commands[0]; var playerInput = new Deserializer(cmd.content).Parse <Lockstep.Game.PlayerInput>(); if (playerInput.inputUV != LVector2.zero) { Debug.Log( $"curTick{Tick} isOutdate{input.Tick < Tick} RecvInput actorID:{input.ActorId} inputTick:{input.Tick} move:{playerInput.inputUV}"); } } #endif var gameId = GameClass.GetGameIdWithPlayerId(playerId); IGameClass game = GameClass.GetGame(gameId); game.HandlePlayerInput(input); return(new MStepRes { ID = message.ID, MsgType = EResType.Pong }); }
public MStepRes Handle(long playerId, MStepReq message) { InitGameScene.RemoveWaitingPlayerId(playerId); var gameId = GameClass.GetGameIdWithPlayerId(playerId); IGameClass game = GameClass.GetGame(gameId); game.OnPlayerLeave(playerId); return(new MStepRes { ID = message.ID, MsgType = EResType.Pong }); }
public void AddGame(IGameClass game) { _gamesList.Add(game); }