示例#1
0
        // 乐观帧同步  ---->以服务器时间为准   只要时间到  无论这帧是否包含所有玩家操作  都进行 广播进行帧驱动
        private void OnOptimisticFrame(Session client, PlayerFrameCommand recvData)
        {
            int roleId = recvData.RoleId;

            long frame = recvData.Frame;

            Debug.Log(string.Format("Receive roleid={0} serverframe:{1} clientframe:{2} command:{3}", roleId, mCurrentFrame, frame, recvData.Commands.Count), ConsoleColor.DarkYellow);

            if (mFrameDic.ContainsKey(mCurrentFrame) == false)
            {
                mFrameDic[mCurrentFrame] = new Dictionary <int, List <Command> >();
            }
            for (int i = 0; i < recvData.Commands.Count; ++i)
            {
                //乐观模式以服务器收到的时间为准
                Command frameData = new Command(recvData.Commands[i].Frame, recvData.Commands[i].Type, recvData.Commands[i].Data.ToByteArray(), mFrameTime);
                if (mFrameDic[mCurrentFrame].ContainsKey(roleId) == false)
                {
                    mFrameDic[mCurrentFrame].Add(roleId, new List <Command>());
                }
                mFrameDic[mCurrentFrame][roleId].Add(frameData);
            }
        }
示例#2
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);
            }
        }