Пример #1
0
        /// <summary>
        /// Reads in a packet containing all player-related data, and parses it
        /// into a PlayerData object
        /// </summary>
        private void readPlayerData(NetIncomingMessage inMsg)
        {
            PlayerData newPlayer = new PlayerData();

            newPlayer.deserialize(inMsg);

            clientWorld.addPlayer(newPlayer);
            dwLog.info("Received player data for " + newPlayer.name);
        }
Пример #2
0
        //===================================
        //Server processing/outgoing messages
        //===================================
        private void setupNewPlayer(NetIncomingMessage connectionMsg)
        {
            NetOutgoingMessage outMsg;

            //Create new player data
            PlayerData newPlayer = new PlayerData();
            newPlayer.deserialize(connectionMsg);

            //Update netServer player list
            serverWorld.addPlayer(newPlayer);

            //Tell all players in this game about the new player
            outMsg = netServer.CreateMessage();
            outMsg.Write((byte)NetDataType.PlayerConnect);
            newPlayer.serialize(outMsg);
            netServer.SendToAll(outMsg, connectionMsg.SenderConnection, NetDeliveryMethod.ReliableOrdered, 0);

            //Assign an index to the new player
            for (int i = 0; i < dwWorldConstants.GAME_MAX_PLAYERS; i++)
            {
                if (serverWorld.getPlayer(i) == null)
                {
                    //Update the server world
                    serverWorld.assignPlayerIndex(newPlayer.uid, i);

                    //Send a message to all clients
                    outMsg = getPlayerIndexUpdate(newPlayer.uid, i);
                    netServer.SendToAll(outMsg, NetDeliveryMethod.ReliableOrdered);
                    break;
                }
            }

            //Tell the new player about all the players in this game
            for (int i = 0; i < dwWorldConstants.GAME_MAX_PLAYERS; i++)
            {
                PlayerData player = serverWorld.getPlayer(i);
                if (player == null)
                    continue;

                if (player.Equals(newPlayer))
                    continue;

                //Send player data
                outMsg = netServer.CreateMessage();
                outMsg.Write((byte)NetDataType.PlayerConnect);
                player.serialize(outMsg);

                netServer.SendMessage(outMsg, connectionMsg.SenderConnection, NetDeliveryMethod.ReliableOrdered);

                //Send a player index update (because this is not part of serialization)
                outMsg = getPlayerIndexUpdate(player.uid, player.index);
                netServer.SendMessage(outMsg, connectionMsg.SenderConnection, NetDeliveryMethod.ReliableOrdered);
            }
        }