Пример #1
0
        private void OnMessageReceived(byte[] message)
        {
            if (message[0] == MessageId.MATCH_END)
            {
                DIContainer.Logger.Debug("Match end message received, switching to MatchEndState");
                this.matchStateMachine.ChangeMatchState(new EndMatchState());
                return;
            }

            if (message[0] == MessageId.UNIT_STATE)
            {
                UnitStateMessage unitStateMessage = new UnitStateMessage(message);

                /*DIContainer.Logger.Debug(string.Format(
                 *  "Received unit state message = UnitId: '{0}' XPosition: '{1}' YPosition: '{2}' Rotation: '{3}' Frame: '{4}'",
                 *  unitStateMessage.UnitId, unitStateMessage.XPosition, unitStateMessage.YPosition, unitStateMessage.Rotation, unitStateMessage.Frame));*/

                unitStateMessageBuffer[bufferCursor].Add(unitStateMessage);
            }

            if (message[0] == MessageId.POSITION_CONFIRMATION)
            {
                PositionConfirmationMessage positionConfirmationMessage = new PositionConfirmationMessage(message);
                PCMBuffer[bufferCursor].Add(positionConfirmationMessage);
            }

            if (message[0] == MessageId.UNIT_ABILITY_ACTIVATION)
            {
                UnitAbilityActivationMessage unitAbilityActivationMessage = new UnitAbilityActivationMessage(message);
                unitAbilityMessageBuffer[bufferCursor].Add(unitAbilityActivationMessage);
            }

            if (message[0] == MessageId.UNIT_SPAWN)
            {
                UnitSpawnMessage unitSpawnMessage = new UnitSpawnMessage(message);
                unitSpawnMessageBuffer[bufferCursor].Add(unitSpawnMessage);
            }
        }
Пример #2
0
        private byte UpdateLocalPlayerState(List <PositionConfirmationMessage> receivedPositionConfirmationMessagesSinceLastFrame, byte currentTimebasedFrame)
        {
            if (localPlayer == null)
            {
                return(currentTimebasedFrame);
            }

            // so combined translation is max 1, so diagonal movement isn't faster.
            float[] cappedTranslations = MathHelper.GetCappedTranslations(inputProvider.XTranslation, inputProvider.YTranslation);

            byte inputFrame = (byte)MathHelper.Modulo(currentSimulationFrame + 1, byte.MaxValue);

            byte rotation = inputProvider.AbilityInputReceived ? inputProvider.GetSimulationAimingRotation() : inputProvider.GetSimulationRotation();

            localPlayer.SetLocalFrameInput((int)Math.Round(playerMaxFrameSpeed * cappedTranslations[0]),
                                           (int)Math.Round(playerMaxFrameSpeed * cappedTranslations[1]),
                                           rotation, inputFrame);

            byte frameToProcess = inputFrame;

            // this means we skipped a frame, we need to create buffer entries for all frames though
            while (frameToProcess != currentTimebasedFrame)
            {
                frameToProcess = (byte)MathHelper.Modulo(frameToProcess + 1, byte.MaxValue);
                localPlayer.SetLocalFrameInput(0, 0, rotation, frameToProcess);
            }

            // sort by oldest frame to newest frame
            receivedPositionConfirmationMessagesSinceLastFrame.Sort((message1, message2) =>
            {
                return(message1.Frame == message2.Frame ? 0 : MatchSimulationUnit.IsFrameInFuture(message1.Frame, message2.Frame) ? 1 : -1);
            });

            for (int i = 0; i < receivedPositionConfirmationMessagesSinceLastFrame.Count; i++)
            {
                PositionConfirmationMessage positionConfirmationMessage = receivedPositionConfirmationMessagesSinceLastFrame[i];

                if (positionConfirmationMessage.UnitId == localPlayer.UnitId)
                {
                    localPlayer.SetConfirmedState(positionConfirmationMessage.XPosition, positionConfirmationMessage.YPosition,
                                                  0, 0, positionConfirmationMessage.Frame);
                }
            }

            if (inputProvider.AbilityInputReceived)
            {
                byte activationFrame = (byte)MathHelper.Modulo(inputFrame + 10, byte.MaxValue);

                localPlayer.AbilityActivationSubject.OnNext(new AbilityActivation
                {
                    Rotation        = inputProvider.AimingRotation,
                    StartFrame      = inputFrame,
                    ActivationFrame = activationFrame
                });
            }
            else if (inputProvider.AimingInputReceived)
            {
                localPlayer.LocalAimingSubject.OnNext(inputProvider.AimingRotation);
            }

            return(inputFrame);
        }