Пример #1
0
        private void BeginGame()
        {
            mCurrentFrame = 1;

            mBegin = true; //游戏开始

            mFrameTime = 0;

            //服务器添加命令
            for (int i = 0; i < 3; ++i)
            {
                Monster monster = new Monster(mMonsterId++);
                mMonsterList.Add(monster);

                monster.mLifeEntity.name = "Server " + monster.Id;
                monster.mLifeEntity.type = 2;//Boss

                monster.Position = new UnityEngine.Vector3Int(((i + 1) * (i % 2 == 0 ? -3 : 3)) * 10000, 1 * 10000, -10 * 10000);

                CMD_CreateMonster data = new CMD_CreateMonster();
                data.Id        = SERVER_ROLEID;//服务器也参与整局游戏,负责发送一些全局命令,比如Buff、怪物生成
                data.Monster   = ProtoTransfer.Get(monster.mLifeEntity);
                data.Position  = ProtoTransfer.Get(monster.Position);
                data.Direction = ProtoTransfer.Get(monster.Direction);

                Command cmd = new Command();
                cmd.Set(CommandID.CreateMonster, data);

                AddCommand(cmd);
            }
        }
Пример #2
0
        /// <summary>
        /// 按固定频率向客户端广播帧
        /// </summary>
        private void SendFrame()
        {
            long frame       = mCurrentFrame++;
            int  playerCount = 0; //当前帧有多少个客户端发了命令
            BroadPlayerFrameCommand sendData = new BroadPlayerFrameCommand();

            sendData.Frame     = frame;
            sendData.Frametime = mFrameTime;

            if (mFrameDic.ContainsKey(frame))
            {
                Dictionary <int, List <Command> > frames = mFrameDic[frame];

                playerCount = frames.Count;

                var it = frames.GetEnumerator(); // 循环访问构造器
                while (it.MoveNext())
                {
                    for (int i = 0, count = it.Current.Value.Count; i < count; ++i)
                    {
                        OperationCommand cmd = ProtoTransfer.Get(it.Current.Value[i]);
                        sendData.Commands.Add(cmd);
                    }
                }
            }


            //不显示那么多log
            if (frame % 30 == 0 || sendData.Commands.Count > 0)
            {
                Debug.Log(string.Format("Send frame:{0} user count:{1} command count:{2}", frame, playerCount, sendData.Commands.Count), ConsoleColor.Gray);
            }

            BroadCast(MessageID.BroadCmdFrame, sendData, true);
        }
Пример #3
0
        // 帧同步  ----->收到所有玩家的操作帧之后  进行帧的驱动
        private void OnLockStepFrame(Session client, PlayerFrameCommand recvData)
        {
            long frame  = recvData.Frame;
            int  roleId = recvData.RoleId;

            if (recvData.Commands.Count > 0 || frame % 30 == 0)
            {
                Debug.Log(string.Format("Receive {0} serverframe:{1} clientframe:{2} command:{3}", roleId, mCurrentFrame, frame, recvData.Commands.Count), ConsoleColor.DarkGray);
            }
            if (mFrameDic.ContainsKey(frame) == false)
            {
                // 添加到当前帧的玩家操作指令中
                mFrameDic.Add(frame, new Dictionary <int, List <Command> >());
            }

            var frames = mFrameDic[frame];

            //当前帧的服务器命令
            if (frames.ContainsKey(SERVER_ROLEID) == false)
            {
                frames.Add(SERVER_ROLEID, new List <Command>());
            }

            //该玩家是否发送了当前帧
            if (frames.ContainsKey(roleId) == false)
            {
                frames.Add(roleId, new List <Command>());
            }

            for (int i = 0; i < recvData.Commands.Count; ++i)
            {
                Command cmd = new Command(recvData.Commands[i].Frame, recvData.Commands[i].Type, recvData.Commands[i].Data.ToByteArray(), recvData.Commands[i].Frametime);

                frames[roleId].Add(cmd);
            }

            //当所有玩家都发送了该帧,就可以广播了
            //减去1是因为服务器命令也在当前帧中
            if (frames.Count - 1 >= mPlayerList.Count)
            {
                BroadPlayerFrameCommand sendData = new BroadPlayerFrameCommand();
                sendData.Frame     = frame;
                sendData.Frametime = mFrameTime;
                var it = frames.GetEnumerator();
                while (it.MoveNext())
                {
                    for (int i = 0, count = it.Current.Value.Count; i < count; ++i)
                    {
                        OperationCommand cmd = ProtoTransfer.Get(it.Current.Value[i]);
                        sendData.Commands.Add(cmd);
                    }
                }


                BroadCast(MessageID.BroadCmdFrame, sendData, true);

                mCurrentFrame = frame + 1;
            }
            else
            {
                Debug.Log(string.Format("Waiting {0} frame:{1} count:{2} current:{3} ", roleId, frame, mFrameDic[frame].Count, mPlayerList.Count), ConsoleColor.Red);
            }
        }
Пример #4
0
        private void OnReceiveReady(Session client, BroadPlayerReady recvData)
        {
            if (recvData == null || client == null)
            {
                return;
            }
            int readyCount = 0;

            for (int i = 0; i < mPlayerList.Count; ++i)
            {
                Player player = mPlayerList[i];
                if (recvData.RoleId == player.Roleid && client == player.Client)
                {
                    player.Position  = ProtoTransfer.Get(recvData.Position);
                    player.Direction = ProtoTransfer.Get(recvData.Direction);
                    player.SetReady();
                }
                //广播玩家准备(包括自己)
                if (mProtocol == Protocol.UDP)
                {
                    player.SendUdp(MessageID.BroadRoomOperation, recvData);
                }
                else if (mProtocol == Protocol.KCP)
                {
                    player.SendKcp(MessageID.BroadRoomOperation, recvData);
                }

                if (player.Ready)
                {
                    readyCount++;
                }
            }

            if (mBegin == false)
            {
                //所有的玩家都准备好了,可以开始同步
                if (readyCount >= mPlayerList.Count)
                {
                    mFrameDic = new Dictionary <long, Dictionary <int, List <Command> > >();

                    BroadBattleGameStart sendData = new BroadBattleGameStart();
                    sendData.BattleID      = mBattleId;
                    sendData.RandSeed      = mRandSeed;
                    sendData.UdpPort       = ServerConfig.UDP_PORT;
                    sendData.FrameInterval = mFrameInterval;

                    BroadCast(MessageID.BroadBattleStart, sendData, true);

                    BeginGame();
                }
            }

            else //断线重连
            {
                Player user = GetPlayer(recvData.RoleId);
                if (user != null)
                {
                    BroadBattleGameStart sendData = new BroadBattleGameStart();
                    sendData.BattleID      = mBattleId;
                    sendData.RandSeed      = mRandSeed;
                    sendData.UdpPort       = ServerConfig.UDP_PORT;
                    sendData.FrameInterval = mFrameInterval;

                    //user.SendUdp(MessageID.GM_BEGIN_BC, sendData);

                    /*
                     * GM_Frame_BC frameData = new GM_Frame_BC();
                     *
                     * //给他发送当前帧之前的数据
                     * for (long frame = 1; frame < mCurrentFrame - 1; ++frame)
                     * {
                     *  if (mFrameDic.ContainsKey(frame))
                     *  {
                     *      frameData.frame = frame;
                     *      frameData.frametime = 0;
                     *      var it = mFrameDic[frame].GetEnumerator();
                     *      while (it.MoveNext())
                     *      {
                     *          for (int i = 0, count = it.Current.Value.Count; i < count; ++i)
                     *          {
                     *              GMCommand cmd = ProtoTransfer.Get(it.Current.Value[i]);
                     *
                     *              frameData.command.Add(cmd);
                     *          }
                     *      }
                     *      user.SendUdp(MessageID.GM_FRAME_BC, frameData);
                     *  }
                     * }
                     */
                }
            }
        }