Пример #1
0
		public int ReceiveData (
         PacketReader data,
         out NetworkGamer sender
)
		{
			throw new NotImplementedException();
		}
Пример #2
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        public Blood(PacketReader reader)
        {
            this.Location =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.Trajectory =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.r = NetPacker.ByteToTinyFloat(reader.ReadByte());
            this.g = NetPacker.ByteToTinyFloat(reader.ReadByte());
            this.b = NetPacker.ByteToTinyFloat(reader.ReadByte());
            this.a = NetPacker.ByteToTinyFloat(reader.ReadByte());

            this.size = NetPacker.ShortToSmallFloat(reader.ReadInt16());
            this.flag = NetPacker.SbyteToInt(reader.ReadSByte());

            this.owner = -1;
            this.Exists = true;
            this.rotation = GlobalFunctions.GetAngle(new Vector2(), Trajectory);
            this.frame = Rand.GetRandomFloat(0.3f, 0.7f);
        }
Пример #3
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 public NetworkManager()
 {
     _maxGamers = 3;
     _maxLocalGamers = 2;
     _reader = new PacketReader();
     _writer = new PacketWriter();
 }
Пример #4
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        public NetGame(NetPlay _netPlay)
        {
            netPlay = _netPlay;

            writer = new PacketWriter();
            reader = new PacketReader();
        }
Пример #5
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 public Network(Game1 GameReference)
 {
     game1 = GameReference;
     TimeLastPosUpdate = Environment.TickCount;
     packetWriter = new PacketWriter();
     packetReader = new PacketReader();
     TimeSinceLastJoinGame = Environment.TickCount;
 }
Пример #6
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 public LobbyScreen(NetworkSession networkSession)
 {
     _networkSession = networkSession;
     TransitionOnTime = TimeSpan.FromSeconds(0.5);
     TransitionOffTime = TimeSpan.FromSeconds(0.5);
     _packetReader = new PacketReader();
     _packetWriter = new PacketWriter();
 }
 public static void updateStateFromNetwork(this CarActor carActor, PacketReader reader)
 {
     // read values and apply to carActor:
     // position and orientation and velocity
     carActor.WorldTransform = reader.ReadMatrix();
     carActor.LinearVelocity = reader.ReadVector3();
     carActor.AngularVelocity = reader.ReadVector3();
 }
Пример #8
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        internal LocalGamer(SignedInGamer gamer)
        {
            SignedInGamer = gamer;
            SignedInGamer.Tag = this;

            reader = new PacketReader();
            Writer = new PacketWriter();

            InitializeSystemPackets();
        }
Пример #9
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 public Reseau()
 {
     downBool = false;
     jumpBool = false;
     setPerso = false;
     perso = "renoi";
     // Receive/Send
     reader = new PacketReader();
     writer = new PacketWriter();
     player2 = new Player2(Ressources.GetPerso(perso).heroTexture, Ressources.GetPerso(perso).heroTextureAnime, Vector2.Zero);
 }
Пример #10
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        /// <summary>
        /// Deserialize from the packet into the current object.
        /// </summary>
        /// <param name="packetReader">The packet reader that has the data.</param>
        public void Deserialize(PacketReader packetReader)
        {
            // safety-check the parameter, as it must be valid.
            if (packetReader == null)
            {
                throw new ArgumentNullException("packetReader");
            }

            //ShipColor = packetReader.ReadByte();
            //ShipVariation = packetReader.ReadByte();
        }
Пример #11
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        public Game( )
        {
            #if WINDOWS
            m_Form = new BloodBulletForm( this );
            m_RenderFullscreen = false;
            m_Form.SetSize( 1280, 720, m_RenderFullscreen );
            m_FormBorderStyle = FormBorderStyle.Sizable;
            #endif

            m_PacketReader = new PacketReader( );
        }
Пример #12
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        /// <summary>
        /// Create a new ShipInput object based on the data in the packet.
        /// </summary>
        /// <param name="packetReader">The packet with the data.</param>
        public ShipInput(PacketReader packetReader)
        {
            // safety-check the parameters, as they must be valid
            if (packetReader == null)
            {
                throw new ArgumentNullException("packetReader");
            }

            // read the data
            LeftStick = packetReader.ReadVector2();
            RightStick = packetReader.ReadVector2();
            MineFired = packetReader.ReadBoolean();
        }
Пример #13
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        public Shockwave(PacketReader reader)
        {
            this.Location =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.size = NetPacker.ShortToMidFloat(reader.ReadInt16());
            this.refract = reader.ReadBoolean();

            this.owner = -1;
            this.Exists = true;
            this.frame = .5f;
        }
Пример #14
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        public HideSeek()
            : base()
        {
            graphics = new GraphicsDeviceManager (this);
            graphics.IsFullScreen = false;
            Content.RootDirectory = "Content";

            caixaSaida = new PacketWriter ();
            caixaEntrada = new PacketReader ();

            splashScr = new SplashScreen ();

            this.IsFixedTimeStep = true;
            this.TargetElapsedTime = TimeSpan.FromSeconds (0.33f);
        }
Пример #15
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        public Fog(PacketReader reader)
        {
            this.Location =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.Trajectory = new Vector2(80f, -30f);
            this.size = Rand.GetRandomFloat(6f, 8f);
            this.flag = Rand.GetRandomInt(0, 4);
            this.owner = -1;
            this.Exists = true;
            this.frame = (float)Math.PI * 2f;
            this.additive = true;
            this.rotation = Rand.GetRandomFloat(0f, 6.28f);
        }
Пример #16
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        public void ReadNetworkPacket(PacketReader packetReader, GameTime gameTime, TimeSpan latency)
        {
            float packetSendTime = packetReader.ReadSingle();
            bool pIsAlive = packetReader.ReadBoolean();
            if (pIsAlive)
            {
                float px = packetReader.ReadSingle();
                float py = packetReader.ReadSingle();
                float vx = packetReader.ReadSingle();
                float vy = packetReader.ReadSingle();
                rawPostion = new Vector2(px, py);
                rawVelocity = new Vector2(vx, vy);
            }

            //if (enableSmoothing)
            //{
            //    // Start a new smoothing interpolation from our current
            //    // state toward this new state we just received.
            //    previousState = displayState;
            //    currentSmoothing = 1;
            //}
            //else
            //{
            //    currentSmoothing = 0;
            //}

            //// Read what time this packet was sent.
            //float packetSendTime = packetReader.ReadSingle();

            //// Read simulation state from the network packet.
            //simulationState.Position = packetReader.ReadVector2();
            //simulationState.Velocity = packetReader.ReadVector2();
            //simulationState.TankRotation = packetReader.ReadSingle();
            //simulationState.TurretRotation = packetReader.ReadSingle();

            //// Read remote inputs from the network packet.
            //tankInput = packetReader.ReadVector2();
            //turretInput = packetReader.ReadVector2();

            //// Optionally apply prediction to compensate for
            //// how long it took this packet to reach us.
            //if (enablePrediction)
            //{
            //    ApplyPrediction(gameTime, latency, packetSendTime);
            //}
        }
Пример #17
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        public Rocket(PacketReader reader)
        {
            this.Location =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.Trajectory =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.owner = NetPacker.SbyteToInt(reader.ReadSByte());

            this.frame = 4f;
            this.Exists = true;
        }
        protected override void UpdateFromNetwork(GameTime gameTime)
        {
            // read any available data and process it:
            while (localGamer_.IsDataAvailable)
            {
                PacketReader reader = new PacketReader();
                NetworkGamer sender;
                localGamer_.ReceiveData(reader, out sender);

                // only process remote data (ignore data sent from the local player):
                if (localGamer_.Id == sender.Id) continue;

                // also ignore data from wrong packet headers:
                if (reader.ReadByte() != PacketHeader.INGAME_DATA) continue;

                foreach (CarActor carActor in idTocarActorMap_[sender.Id]) carActor.updateFromNetwork(reader);
            }
        }
Пример #19
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        public MuzzleFlash(PacketReader reader)
        {
            this.Location =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.Trajectory =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.size = NetPacker.ShortToSmallFloat(reader.ReadInt16());

            this.rotation = Rand.GetRandomFloat(0f, 6.28f);
            this.Exists = true;
            this.frame = 0.05f;
            this.additive = true;
        }
Пример #20
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        public Fire(PacketReader reader)
        {
            this.Location =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.Trajectory =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.size = NetPacker.ShortToSmallFloat(reader.ReadInt16());
            this.flag = NetPacker.SbyteToInt(reader.ReadSByte());
            this.frame = NetPacker.ShortToSmallFloat(reader.ReadInt16());

            this.Exists = true;
            this.additive = true;
        }
Пример #21
0
        public NetworkSession CreateSession()
        {
            session = NetworkSession.Create(NetworkSessionType.SystemLink, MAX_LOCAL_PLAYERS, MAX_TOTAL_PLAYERS);

            session.AllowHostMigration = true;
            session.AllowJoinInProgress = true;

            session.GamerJoined += new EventHandler<GamerJoinedEventArgs>(session_GamerJoined);
            session.GamerLeft += new EventHandler<GamerLeftEventArgs>(session_GamerLeft);
            session.GameStarted += new EventHandler<GameStartedEventArgs>(session_GameStarted);
            session.GameEnded += new EventHandler<GameEndedEventArgs>(session_GameEnded);
            session.SessionEnded += new EventHandler<NetworkSessionEndedEventArgs>(session_SessionEnded);

            pr = new PacketReader();
            pw = new PacketWriter();

            sender = session.LocalGamers[0];

            return session;
        }
Пример #22
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        public Heat(PacketReader reader)
        {
            this.Location =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.Trajectory =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.size = NetPacker.ShortToSmallFloat(reader.ReadInt16());

            this.flag = Rand.GetRandomInt(0, 4);
            this.owner = -1;
            this.Exists = true;
            this.rotation = Rand.GetRandomFloat(0f, 6.28f);
            this.frame = Rand.GetRandomFloat(.5f, .785f);
            this.refract = true;
        }
Пример #23
0
        public Bullet(PacketReader reader)
        {
            this.Location =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.Trajectory =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.owner = NetPacker.ShortToInt(reader.ReadInt16());

            this.rotation = GlobalFunctions.GetAngle(new Vector2(),
                Trajectory);
            this.Exists = true;
            this.frame = 0.5f;

            this.additive = true;
        }
Пример #24
0
        public Smoke(PacketReader reader)
        {
            this.Location =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.Trajectory =
                new Vector2(
                NetPacker.ShortToBigFloat(reader.ReadInt16()),
                NetPacker.ShortToBigFloat(reader.ReadInt16()));

            this.r = NetPacker.ByteToTinyFloat(reader.ReadByte());
            this.g = NetPacker.ByteToTinyFloat(reader.ReadByte());
            this.b = NetPacker.ByteToTinyFloat(reader.ReadByte());
            this.a = NetPacker.ByteToTinyFloat(reader.ReadByte());

            this.size = NetPacker.ShortToSmallFloat(reader.ReadInt16());
            this.flag = NetPacker.SbyteToInt(reader.ReadSByte());

            this.owner = -1;
            this.Exists = true;
            this.frame = 1.0f;
        }
Пример #25
0
        void restart()
        {
            youLoseSound.Play();
            deterministicGame.currentLevel.gameRestart = false;

            graphics.PreferredBackBufferHeight = 600;
            graphics.PreferredBackBufferWidth = 800;
            graphics.ApplyChanges();


            musicControl.Restart();


            // Make the game object.  The game is currently called 'DuckSlaughterGame'
            deterministicGame = new DuckSlaughterGame();
            deterministicGame.ResetGame(playerIdentifiers, playerIdentifiers[0]);
            deterministicGame.LoadContent(Content);
            deterministicGame.Initialize();

            // Debugging setup
            lastPressedKeys = new List<Keys>();
            activePlayer = playerIdentifiers[0];
            paused = false;
            gameStarted = false;


            //Added
            isHost = false;
            chatText = "";

            reader.Close();
            writer.Close();

            networkSession.Dispose();

            networkSession = null;

            reader = new PacketReader();
            writer = new PacketWriter();
            chatlines = 0;
            isChatting = false;
            mouseChange = false;
            buttonPressed = false;
            others = new player[4];
            update = true;
            gameStarted = false;

            inMenu = true;
            startS.Show();
            helpS.Hide();
            activeS = startS;
            releasedKeys = new List<Keys>();
        }
Пример #26
0
        // Constructor
        public Game06()
        {
            musicControl = new MusicControl();


            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Make the game object.  The game is currently called 'DuckSlaughterGame'.

            deterministicGame = new DuckSlaughterGame();

            // Debugging setup

            lastPressedKeys = new List<Keys>();
            activePlayer = playerIdentifiers[0];
            paused = false;
            gameStarted = false;


            //Added
            Components.Add(new GamerServicesComponent(this));
            isHost = false;
            chatText = "";
            reader = new PacketReader();
            writer = new PacketWriter();
            chatlines = 0;
            isChatting = false;
            mouseChange = false;
            buttonPressed = false;
            others = new player[4];
            update = true;

            inMenu = true;
            releasedKeys = new List<Keys>();


        }
Пример #27
0
		public int ReceiveData (
			PacketReader data,
			out NetworkGamer sender)
		{
			lock (receivedData) {
				if (receivedData.Count >= 0) {
					data.Reset(0);

					// take it off the queue
					CommandReceiveData crd = (CommandReceiveData)receivedData.Dequeue();
					
					// lets make sure that we can handle the data
					if (data.Length < crd.data.Length) {
						data.Reset(crd.data.Length);
					}

					Array.Copy(crd.data, data.Data, data.Length);
					sender = crd.gamer;
					return data.Length;	
					
				}
				else {
					sender = null;
					return 0;
				}
				
			}
		}
Пример #28
0
 public void ReadInputFromClient(PacketReader packetReader, GameTime gameTime)
 {
     PositionInput = packetReader.ReadVector2();
     RotationInput = packetReader.ReadVector4();
 }
Пример #29
0
        public void ReadNetworkPacket(PacketReader packetReader, GameTime gameTime, TimeSpan latency,
					      bool enablePrediction, bool enableSmoothing, float packetSendTime)
        {
            if (enableSmoothing) {
                previousState = displayState;
                _currentSmoothing = 1;
            } else
                _currentSmoothing = 0;

            //float packetSendTime = packetReader.ReadSingle();

            simulationState.Position = packetReader.ReadVector3();
            simulationState.Velocity = packetReader.ReadVector2();
            simulationState.Rotation = packetReader.ReadSingle();

            PositionInput = packetReader.ReadVector2();
            RotationInput = packetReader.ReadVector4();

            if (enablePrediction)
                ApplyPrediction(gameTime, latency, packetSendTime);
        }
Пример #30
0
        /// <summary>
        /// Disposes this object.
        /// </summary>
        /// <param name="disposing">
        /// True if this method was called as part of the Dispose method.
        /// </param>
        protected virtual void Dispose(bool disposing)
        {
            if (disposing)
            {
                lock (this)
                {
                    if (packetReader != null)
                    {
                        packetReader.Close();
                        packetReader = null;
                    }

                    if (packetWriter != null)
                    {
                        packetWriter.Close();
                        packetWriter = null;
                    }

                    if (spriteBatch != null)
                    {
                        spriteBatch.Dispose();
                        spriteBatch = null;
                    }

                    cornerBarrierTexture = null;
                    verticalBarrierTexture = null;
                    horizontalBarrierTexture = null;

                    //Ship.UnloadContent();
                    //Asteroid.UnloadContent();
                    //LaserProjectile.UnloadContent();
                    //MineProjectile.UnloadContent();
                    //RocketProjectile.UnloadContent();
                    //DoubleLaserPowerUp.UnloadContent();
                    //TripleLaserPowerUp.UnloadContent();

                    //Ship.ParticleEffectManager = null;
                    //RocketProjectile.ParticleEffectManager = null;
                    //MineProjectile.ParticleEffectManager = null;
                    //LaserProjectile.ParticleEffectManager = null;
                    particleEffectManager.UnregisterParticleEffect(
                        ParticleEffectType.MineExplosion);
                    particleEffectManager.UnregisterParticleEffect(
                        ParticleEffectType.RocketExplosion);
                    particleEffectManager.UnregisterParticleEffect(
                        ParticleEffectType.RocketTrail);
                    particleEffectManager.UnregisterParticleEffect(
                        ParticleEffectType.ShipExplosion);
                    particleEffectManager.UnregisterParticleEffect(
                        ParticleEffectType.ShipSpawn);
                }
            }
        }