示例#1
0
    void UpdateClients()
    {
        foreach (var netPlayer in networkPlayers)
        {
            // don't update players that are no longer participating
            if (!netPlayer.isActive)
            {
                continue;
            }

            var netPlayerController = netPlayer.playerController as TankPlayerController;
            var netPlayerPawn       = (netPlayer.playerController.PawnMove as TankMovement).gameObject;

            var percepts = netPlayerPawn.GetComponent <TankPercepts>();

            int packetSize = DataUtils.SizeOf <TankBattleStateData>() +
                             DataUtils.SizeOf <TankTacticalInfo>() * percepts.reconInfo.Count;

            var stateMsg = new TankBattleStateData();
            stateMsg.messageLength = packetSize;
            stateMsg.playerID      = netPlayerController.pid;
            stateMsg.currentHealth = netPlayerController.m_Health.m_CurrentHealth;
            stateMsg.position      = netPlayerController.PawnMove.position;
            stateMsg.forward       = netPlayerController.PawnMove.forward;
            stateMsg.cannonForward = netPlayerController.TankGun.forward;
            stateMsg.canFire       = netPlayerController.TankFire.CanFire() ? 1 : 0;
            stateMsg.perceptCount  = percepts.reconInfo.Count;
            stateMsg.percepts      = new TankTacticalInfo[3];
            stateMsg.playerCount   = gameManager.m_CombatantCount;

            int perceptSlot = 0;
            foreach (var reconRecord in percepts.reconInfo.Values)
            {
                // currently only space for three percepts
                if (!(perceptSlot < 3))
                {
                    break;
                }

                stateMsg.percepts[perceptSlot] = reconRecord;

                perceptSlot++;
            }

            // pack reconnaissance
            MemoryStream packetStream = new MemoryStream(DataUtils.SizeOf <TankBattleStateData>() +
                                                         DataUtils.SizeOf <TankTacticalInfo>() * percepts.reconInfo.Count);

            packetStream.Write(DataUtils.GetBytes(stateMsg), 0, DataUtils.SizeOf <TankBattleStateData>());
            foreach (var reconRecord in percepts.reconInfo)
            {
                packetStream.Write(DataUtils.GetBytes(reconRecord.Value), 0, DataUtils.SizeOf <TankTacticalInfo>());
            }

            connectionSocket.Send(netPlayer, packetStream.GetBuffer());
        }
    }
示例#2
0
    private void OnNetPlayerConnected(NetworkPlayer netPlayer)
    {
        var newPlayerController = AddPlayer(netPlayer);
        var welcomeMsg          = new TankBattleStateData();

        welcomeMsg.playerID = newPlayerController.pid;

        connectionSocket.Send(netPlayer, DataUtils.GetBytes(welcomeMsg));

        Debug.Log("New player initialized at ID " + newPlayerController.pid + ".");
    }
示例#3
0
    private void OnNetPlayerConnected(NetworkPlayer netPlayer)
    {
        var newPlayerController = AddPlayer(netPlayer);

        // are we at the max player count?
        if (newPlayerController == null)
        {
            RemovePlayer(netPlayer);

            return;
        }

        var welcomeMsg = new TankBattleStateData();

        welcomeMsg.playerID = newPlayerController.pid;

        connectionSocket.Send(netPlayer, DataUtils.GetBytes(welcomeMsg));

        Debug.Log("New player initialized at ID " + newPlayerController.pid + ".");
    }
示例#4
0
    void UpdateClients()
    {
        foreach(var netPlayer in networkPlayers)
        {
            // don't update players that are no longer participating
            if (!netPlayer.isActive)
                continue;

            var netPlayerController = netPlayer.playerController as TankPlayerController;
            var netPlayerPawn       = (netPlayer.playerController.PawnMove as TankMovement).gameObject;

            var percepts = netPlayerPawn.GetComponent<TankPercepts>();

            int packetSize = DataUtils.SizeOf<TankBattleStateData>() +
                             DataUtils.SizeOf<TankTacticalInfo>() * percepts.reconInfo.Count;

            var stateMsg = new TankBattleStateData();
            stateMsg.messageLength  = packetSize;
            stateMsg.playerID       = netPlayerController.pid;
            stateMsg.currentHealth  = netPlayerController.m_Health.m_CurrentHealth;
            stateMsg.position       = netPlayerController.PawnMove.position;
            stateMsg.forward        = netPlayerController.PawnMove.forward;
            stateMsg.cannonForward  = netPlayerController.TankGun.forward;
            stateMsg.canFire        = netPlayerController.TankFire.CanFire() ? 1 : 0;
            stateMsg.perceptCount   = percepts.reconInfo.Count;
            stateMsg.percepts       = new TankTacticalInfo[3];

            int perceptSlot = 0;
            foreach(var reconRecord in percepts.reconInfo.Values)
            {
                // currently only space for three percepts
                if (!(perceptSlot < 3))
                    break;

                stateMsg.percepts[perceptSlot] = reconRecord;

                perceptSlot++;
            }

            // pack reconnaissance
            MemoryStream packetStream = new MemoryStream(DataUtils.SizeOf<TankBattleStateData>() +
                                  DataUtils.SizeOf<TankTacticalInfo>() * percepts.reconInfo.Count);

            packetStream.Write(DataUtils.GetBytes(stateMsg), 0, DataUtils.SizeOf<TankBattleStateData>());
            foreach (var reconRecord in percepts.reconInfo)
            {
                packetStream.Write(DataUtils.GetBytes(reconRecord.Value), 0, DataUtils.SizeOf<TankTacticalInfo>());
            }

            connectionSocket.Send(netPlayer, packetStream.GetBuffer());
        }
    }
示例#5
0
    private void OnNetPlayerConnected(NetworkPlayer netPlayer)
    {
        var newPlayerController = AddPlayer(netPlayer);
        var welcomeMsg = new TankBattleStateData();
        welcomeMsg.playerID = newPlayerController.pid;

        connectionSocket.Send(netPlayer, DataUtils.GetBytes(welcomeMsg));

        Debug.Log("New player initialized at ID " + newPlayerController.pid + ".");
    }