Пример #1
0
        void OnConfirmation(int playerID, GameConfirmation confirmation)
        {
            if (confirmation.LockstepTurn < lockstepTurn)               // Discard
            {
                return;
            }

            if (confirmation.LockstepTurn > lockstepTurn + 2)
            {
                Debug.LogError("Lockstep : Confirmation from player " + playerID + " on impossible turn (> 2)");
                return;
            }

            uint turn = confirmation.LockstepTurn - lockstepTurn;

            NetworkUI.Log("Receive confirmation from player " + playerID + " for turn " + turn);

            if (confirmation.Wait)
            {
                NetworkUI.Log("Player " + playerID + " want me to wait, i'm too overhead !");
                wait[turn][playerID] = WaitingTime;
                return;
            }

            if (!playerHaveConfirmedMyAction[turn][playerID])
            {
                playerHaveConfirmedMyAction[turn][playerID] = true;
                ++numberOfPlayerWhoConfirmedMyAction[turn];
            }
            else
            {
                NetworkUI.Log("Confirmation allready received for LockstepTurn " + confirmation.LockstepTurn);
            }
        }
Пример #2
0
        //
        // Did we receive every client’s action for the next turn ?
        // Did every client confirm that they received our action ?
        //
        bool LockStepTurn()
        {
            bool allActionsReceived  = numberOfPlayerWhoSendAction[0] == numberOfPlayers;
            bool allActionsConfirmed = numberOfPlayerWhoConfirmedMyAction[0] == numberOfPlayers;
            bool readyForTurn        = (allActionsReceived && allActionsConfirmed) || lockstepTurn < firstLockstepTurn + 2;

            if (readyForTurn)
            {
                NetworkUI.Log("Ready for turn " + lockstepTurn);

                SetAction();                 // set wantedActions[1]

                if (lockstepTurn >= firstLockstepTurn + 3)
                {
                    ProcessActions();
                }
            }
            else
            {
                if (!allActionsReceived)
                {
                    NetworkUI.Log("Waiting of " + (numberOfPlayers - numberOfPlayerWhoSendAction[0]) + " actions...");
                }
                if (!allActionsConfirmed)
                {
                    NetworkUI.Log("Waiting of " + (numberOfPlayers - numberOfPlayerWhoConfirmedMyAction[0]) + " confirmations...");
                }
            }

            SendActionToAll();             // send action to all who haven't confirmed

            return(readyForTurn);
        }
Пример #3
0
        void GameFrameTurn()
        {
            NetworkUI.ClearLog();             // TEST network ui clear log on game frame turn
            NetworkUI.Log("LockstepTurn : " + lockstepTurn + " ; gameFrame : " + gameFrame);

            if (gameFrame == 0)
            {
                if (LockStepTurn())
                {
                    ++gameFrame;
                }
            }
            else
            {
                UpdateGame();

                ++gameFrame;
                if (gameFrame == gameFramesPerLockstepTurn)
                {
                    gameFrame = 0;
                    NextTurn();
                }
            }

            // SendActionToAll(); // send action to all who haven't confirmed
        }
Пример #4
0
        void Update()
        {
            eventType = NetworkTransport.Receive(out recHostId, out connectionId, out channelId, buffer, bufferSize, out dataSize, out error);
            if (error != (byte)NetworkError.Ok)
            {
                Debug.LogError("[ERROR] NetworkAPI :: Update :: Receive : " + error);
                if (dataSize > bufferSize)
                {
                    Debug.LogError("[ERROR] NetworkAPI :: Update : Message too big for be handled by buffer...");
                }
                return;
            }
            if (channelId == channelSetupId)
            {
                switch (eventType)
                {
                case NetworkEventType.ConnectEvent:
                    NetworkUI.Log("Connection on socket " + recHostId + ", connection : " + connectionId + ", channelId : " + channelId);
                    if (PlayerId == 0)
                    {
                        OnConnection();
                    }
                    break;

//					case NetworkEventType.DataEvent: break;
                case NetworkEventType.DisconnectEvent:
                    Application.Quit();                             // TEST quit on disconnect
                    break;
                }
            }
            else if (eventType == NetworkEventType.DataEvent)
            {
                if (channelId == channelActionId && OnAction != null)
                {
                    OnAction(PlayerId == 0 ? 1 : 0, GameActionFactory.Get(buffer));
                }
                else if (channelId == channelConfirmationId && OnConfirmation != null)
                {
                    OnConfirmation(PlayerId == 0 ? 1 : 0, GameConfirmation.FromBytes(buffer));
                }
            }
        }
Пример #5
0
        void OnAction(int playerID, GameAction action)
        {
            if (action.LockstepTurn > lockstepTurn)
            {
                uint turn = action.LockstepTurn - lockstepTurn;

                NetworkUI.Log("Receive action from player " + playerID + " for turn " + turn);

                if (turn <= 2 && actions[turn][playerID] == null)
                {
                    actions[turn][playerID] = action;
                    ++numberOfPlayerWhoSendAction[turn];
                }
            }

            // Send wait message for stop overloaded network
            bool wait = action.LockstepTurn > lockstepTurn + 2;

            NetworkAPI.SendConfirmation(new GameConfirmation(action.LockstepTurn, wait));
        }
Пример #6
0
        void SetAction()
        {
            if (actionQueue.Count > 0)
            {
                GameAction action = actionQueue.Dequeue();
                action.LockstepTurn             = lockstepTurn + 2;
                actions[2][NetworkAPI.PlayerId] = action;
            }
            else
            {
                actions[2][NetworkAPI.PlayerId] = new NoAction(lockstepTurn + 2);
            }

            NetworkUI.Log("SetAction " + actions[2][NetworkAPI.PlayerId]);

            ++numberOfPlayerWhoSendAction[2];

            playerHaveConfirmedMyAction[2][NetworkAPI.PlayerId] = true;
            ++numberOfPlayerWhoConfirmedMyAction[2];
        }
Пример #7
0
        void NextTurn()
        {
            ++lockstepTurn;

            // Shift left actions
            for (int i = 0; i < actions.Length - 1; ++i)
            {
                actions[i] = actions[i + 1];
                NetworkUI.Log("actions[" + i + "][NetworkAPI.PlayerId] = " + actions[i][NetworkAPI.PlayerId]);
                NetworkUI.Log("actions[" + (i + 1) + "][NetworkAPI.PlayerId] = " + actions[i + 1][NetworkAPI.PlayerId]);
            }
            // Last reset
            actions[actions.Length - 1] = new GameAction[numberOfPlayers];             // allready set to null

            // Shift left numberOfPlayerWhoSendAction
            for (int i = 0; i < numberOfPlayerWhoSendAction.Length - 1; ++i)
            {
                numberOfPlayerWhoSendAction[i] = numberOfPlayerWhoSendAction[i + 1];
            }
            // Last reset
            numberOfPlayerWhoSendAction[numberOfPlayerWhoSendAction.Length - 1] = 0;

            // Shift left playerHaveConfirmedMyAction
            for (int i = 0; i < playerHaveConfirmedMyAction.Length - 1; ++i)
            {
                playerHaveConfirmedMyAction[i] = playerHaveConfirmedMyAction[i + 1];
            }
            // Last reset
            playerHaveConfirmedMyAction[playerHaveConfirmedMyAction.Length - 1] = new bool[numberOfPlayers];             // allready set to false

            // Shift left numberOfPlayerWhoConfirmedMyAction
            for (int i = 0; i < numberOfPlayerWhoConfirmedMyAction.Length - 1; ++i)
            {
                numberOfPlayerWhoConfirmedMyAction[i] = numberOfPlayerWhoConfirmedMyAction[i + 1];
            }
            // Last reset
            numberOfPlayerWhoConfirmedMyAction[numberOfPlayerWhoConfirmedMyAction.Length - 1] = 0;
        }
Пример #8
0
 void SendActionToAll()
 {
     for (int i = 0; i < actions.Length; ++i)
     {
         GameAction action = actions[i][NetworkAPI.PlayerId];
         if (action == null)
         {
             NetworkUI.Log("action null for turn " + i);
             continue;
         }
         for (int j = 0; j < playerHaveConfirmedMyAction[i].Length; ++j)
         {
             if (wait[i][j] > 0)
             {
                 --wait[i][j];
                 continue;
             }
             if (!playerHaveConfirmedMyAction[i][j])
             {
                 if (j == NetworkAPI.PlayerId)
                 {
                     Debug.LogError("Player can't have not confirmed it's action...");
                 }
                 else
                 {
                     NetworkUI.Log("Send action for turn " + i + " to all...");
                     NetworkAPI.SendAction(action);                             // TODO send to a specific player
                 }
             }
             else
             {
                 NetworkUI.Log("Player " + j + " have confirmed my action for turn " + i);
             }
         }
     }
 }