Пример #1
0
    void HandleNewTurn(Pack pack)
    {
        PlayFrame turn  = ProtoBuf.Serializer.Deserialize <PlayFrame>(new MemoryStream(pack.buffer));
        GameMatch match = GameSystem.Instance.mClient.mCurMatch;

        match.turnManager.NewTurn(turn);
        //Logger.Log("HandleNewTurn, " + turn.frameNum);
    }
Пример #2
0
    //新的一帧到来
    public void NewTurn(PlayFrame playFrame)
    {
        if (headIdx == -1)
        {
            headIdx = 0;
        }
        //计算需求的空间
        int maxTurnID = (int)playFrame.frames[playFrame.frames.Count - 1].frameNum;
        int turnNum   = maxTurnID - curExecTurnID;

        if (turnNum > turnQ.Capacity) //当前turnQ空间已经存不下,分配更多空间
        {
            ReallocTurnQ(turnNum);
        }
        foreach (FrameInfo turn in playFrame.frames)
        {
            int turnID = (int)turn.frameNum;
            int diff   = turnID - curServerTurnID;    //帧编号差距
            int index  = WrapIncIndex(tailIdx, diff); //安放位置
            turnQ[index] = turn;                      //安放
            if (diff > 1)                             //丢包,请求重发
            {
                List <uint> missedTurnIDs = new List <uint>();
                for (int i = curServerTurnID + 1; i < turnID; ++i)
                {
                    missedTurnIDs.Add((uint)i);
                }
                GameMsgSender.SendMissTurnReq(missedTurnIDs);
            }
            if (diff > 0)   //非补帧
            {
                tailIdx         = index;
                curServerTurnID = (int)turn.frameNum;
            }
            //Logger.Log("Receive new turn: " + info.frameNum + " " + Time.time);

            /*
             * foreach (ClientInput input in turn.info)
             * {
             *  Logger.Log(string.Format("New turn:{0} Acc:{1} Dir:{2} Cmd:{3}",
             * //        Logger.Log("Input: " + input.acc_id + " " + input.dir + " " + input.cmd);
             * }
             * //*/
            //通知
            if (onNewTurn != null)
            {
                onNewTurn(turn);
            }
        }
        CalcAverageTurnInterval(Time.time);
    }
Пример #3
0
    //For virtual game server
    public static void SendTurn(PlayFrame turn)
    {
        NetworkConn conn = GameSystem.Instance.mNetworkManager.m_gameConn;

        if (conn == null)
        {
            return;
        }
        conn.SendPack <PlayFrame>(0, turn, MsgID.PlayFrameID);
        //Debug.Log("VirtualGameServer, SendTurn " + turn.frameNum);

        //如果使用的是虚拟连接,保证消息立即传回客户端
        if (conn.m_type == NetworkConn.Type.eVirtualServer)
        {
            conn.Update(0f);
        }
    }
Пример #4
0
    void NewTurn()
    {
        FrameInfo turn = new FrameInfo();

        turn.frameNum = curTurnID++;
        foreach (KeyValuePair <uint, ClientInput> pair in lastInputs)
        {
            ClientInput input = new ClientInput();
            input.acc_id = pair.Value.acc_id;
            input.dir    = pair.Value.dir;
            input.cmd    = pair.Value.cmd;
            turn.info.Add(input);
        }
        turn.time = Time.time;
        PlayFrame playFrame = new PlayFrame();

        playFrame.frames.Add(turn);

        turns.Add(turn);
        GameMsgSender.SendTurn(playFrame);
    }