示例#1
0
 private IEnumerator RefreshEntity()
 {
     while (true)
     {
         if (world.FirstGeneted)
         {
             if (entityRefreshQueue.Count > 0)
             {
                 WorldPos refreshPos = entityRefreshQueue.Dequeue();
                 //真正要刷的时候再次判断是否在玩家视野
                 if (IsInPlayerView(refreshPos))
                 {
                     Chunk chunk = world.GetChunk(refreshPos.x, refreshPos.y, refreshPos.z);
                     if (chunk != null && chunk.isGenerated && !chunk.hasRefreshEntities)
                     {
                         //向服务器发送刷新怪物请求
                         List <EntityData> list = chunk.ClearEntityAndSetRefresh();
                         RequestRefreshChunkEntitiesPackage package = PackageFactory.GetPackage(PackageType.RequestRefreshChunkEntities)
                                                                      as RequestRefreshChunkEntitiesPackage;
                         package.entities = list;
                         package.pos      = chunk.worldPos;
                         NetManager.Instance.client.SendPackage(package);
                     }
                 }
             }
         }
         yield return(null);
     }
 }
示例#2
0
        public void SendPackage()
        {
            ChunkAreaChangedPackage package = PackageFactory.GetPackage(PackageType.ChunkAreaChanged) as ChunkAreaChangedPackage;

            package.area = _area;
            NetManager.Instance.client.SendPackage(package);
        }
示例#3
0
        public void UpdateViewEntity()
        {
            List <int> curViewEntities = NetManager.Instance.server.entityManager.GetAroundEntity(inChunkPos, viewWidth);

            for (int i = 0; i < curViewEntities.Count; i++)
            {
                //如果原先已经包含了该玩家,那么跳过
                if (viewEntities.Contains(curViewEntities[i]))
                {
                    RemoveViewEntity(curViewEntities[i]);
                    continue;
                }
                else
                {
                    //如果看见其他怪物了,其他怪物的应用需要更新
                    ClientEntity otherEntity = NetManager.Instance.server.entityManager.GetEntity(curViewEntities[i]);
                    otherEntity.AddViewPlayer(id);

                    //通知当前玩家,有entity进入视野
                    EntityJoinViewPackage entityJoinViewPackage = PackageFactory.GetPackage(PackageType.EntityJoinView)
                                                                  as EntityJoinViewPackage;
                    ClientEntityInfo info = new ClientEntityInfo();
                    info.aoId     = otherEntity.aoId;
                    info.type     = otherEntity.type;
                    info.entityId = otherEntity.entityId;
                    info.position = otherEntity.position;
                    info.extData  = otherEntity.extData;
                    info.roleId   = otherEntity.hostPlayer == null ? -1 : otherEntity.hostPlayer.id;
                    entityJoinViewPackage.info = info;
                    this.worker.SendPackage(entityJoinViewPackage);

                    //更新当前entity所属
                    otherEntity.CheckViewHold();
                }
            }

            //剩下的怪物都是看不见的了
            for (int i = 0; i < viewEntities.Count; i++)
            {
                ClientEntity otherEntity = NetManager.Instance.server.entityManager.GetEntity(viewEntities[i]);
                otherEntity.RemoveViewPlayer(id);

                //通知玩家,有entity退出视野
                EntityLeaveViewPackage entityLeaveViewPackage = PackageFactory.GetPackage(PackageType.EntityLeaveView)
                                                                as EntityLeaveViewPackage;
                entityLeaveViewPackage.aoId = otherEntity.aoId;
                entityLeaveViewPackage.type = otherEntity.type;
                this.worker.SendPackage(entityLeaveViewPackage);

                //更新当前entity所属
                otherEntity.CheckViewHold();
            }
            //最后更新自己能看见的人
            viewEntities = curViewEntities;
        }
 public override void Do()
 {
     //如果当前服务器是开启的
     if (NetManager.Instance.isServer)
     {
         BroadcastServerSignalPackage package = PackageFactory.GetPackage(PackageType.BroadcastServerSignal) as BroadcastServerSignalPackage;
         package.serverName = "server";
         NetManager.Instance.broadcast.SendPackage(package);
         UnityEngine.Debug.Log("RequestServerSignalPackage");
     }
 }
示例#5
0
 public void SendPackage()
 {
     foreach (var item in _map)
     {
         ChunkPopulationGeneratePackage package = PackageFactory.GetPackage(PackageType.BatchChunkBlockChanged)
                                                  as ChunkPopulationGeneratePackage;
         package.pos           = item.Key;
         package.changedBlocks = item.Value;
         package.sign          = World.world.GetChunk(item.Key.x, item.Key.y, item.Key.z).GetSign();
         NetManager.Instance.client.SendPackage(package);
     }
 }
示例#6
0
        protected override void InitEvents()
        {
            base.InitEvents();
            _createButton1.onClick.AddListener(delegate()
            {
                addNewWorld();
            });
            EventManager.RegisterEvent(UIEventMacro.CLICK_ITEM, onSelectWorld);
            EventManager.RegisterEvent(NetEventMacro.ON_SEARCH_SERVER_SIGNAL, OnSearchServerSignal);

            NetManager.Instance.broadcast.StartBroadcast();
            NetManager.Instance.broadcast.SendPackage(PackageFactory.GetPackage(PackageType.RequestServerSignal));
        }
示例#7
0
 public override void Dispose()
 {
     if (player != null)
     {
         player.Dispose();
         //移除当前玩家
         NetManager.Instance.server.playerManager.RemovePlayer(player);
         //向其他玩家发送玩家退出消息
         LeaveGamePackage package = PackageFactory.GetPackage(PackageType.LeaveGame) as LeaveGamePackage;
         package.aoId = player.aoId;
         NetManager.Instance.server.playerManager.BroadcastPackage(package);
     }
     base.Dispose();
 }
示例#8
0
        private void UpdateViewPlayer()
        {
            //更新当前人物的视野与其他人物的视野
            List <int> curViewPlayers = NetManager.Instance.server.playerManager.GetAroundPlayer(this, viewWidth, false);

            for (int i = 0; i < curViewPlayers.Count; i++)
            {
                //如果原先已经包含了该玩家,那么跳过
                if (viewPlayers.Contains(curViewPlayers[i]))
                {
                    RemoveViewPlayer(curViewPlayers[i]);
                    continue;
                }
                else
                {
                    //如果看见其他人了,其他人也能看到自己
                    ClientPlayer otherPlayer = NetManager.Instance.server.playerManager.GetPlayer(curViewPlayers[i]);
                    otherPlayer.AddViewPlayer(id);
                    //通知其他人我进入他的视野
                    PlayerJoinViewPackage joinOtherPlayerViewPackage = PackageFactory.GetPackage(PackageType.PlayerJoinView) as PlayerJoinViewPackage;
                    joinOtherPlayerViewPackage.playerId   = playerId;
                    joinOtherPlayerViewPackage.aoId       = aoId;
                    joinOtherPlayerViewPackage.birthPlace = position;
                    otherPlayer.worker.SendPackage(joinOtherPlayerViewPackage);
                    //通知我其他人进入我的视野
                    PlayerJoinViewPackage otherPlayerJoinViewPackage = PackageFactory.GetPackage(PackageType.PlayerJoinView) as PlayerJoinViewPackage;
                    otherPlayerJoinViewPackage.playerId   = otherPlayer.playerId;
                    otherPlayerJoinViewPackage.aoId       = otherPlayer.aoId;
                    otherPlayerJoinViewPackage.birthPlace = otherPlayer.position;
                    this.worker.SendPackage(otherPlayerJoinViewPackage);
                }
            }

            //剩下的人都是看不见的了
            for (int i = 0; i < viewPlayers.Count; i++)
            {
                ClientPlayer otherPlayer = NetManager.Instance.server.playerManager.GetPlayer(viewPlayers[i]);
                otherPlayer.RemoveViewPlayer(id);
                //通知其他人我离开了他的视野
                PlayerLeaveViewPackage leaveOtherPlayerPackage = PackageFactory.GetPackage(PackageType.PlayerLeaveView) as PlayerLeaveViewPackage;
                leaveOtherPlayerPackage.aoId = aoId;
                otherPlayer.worker.SendPackage(leaveOtherPlayerPackage);
                //通知我其他人离开了我的视野
                PlayerLeaveViewPackage otherPlayerLeavePackage = PackageFactory.GetPackage(PackageType.PlayerLeaveView) as PlayerLeaveViewPackage;
                otherPlayerLeavePackage.aoId = otherPlayer.aoId;
                this.worker.SendPackage(otherPlayerLeavePackage);
            }
            //最后更新自己能看见的人
            viewPlayers = curViewPlayers;
        }
示例#9
0
 private IEnumerator ResponseNetChunk()
 {
     while (true)
     {
         NetChunkData netChunkData = world.WorldGenerator.DataProcessorManager.DeResponseNetChunkData();
         if (netChunkData != null)
         {
             ResponseChunkPackage package = PackageFactory.GetPackage(PackageType.ResponseChunk) as ResponseChunkPackage;
             package.roleId        = netChunkData.roleId;
             package.pos           = netChunkData.worldPos;
             package.isExit        = netChunkData.isExist;
             package.compressType  = (byte)netChunkData.data.compressType;
             package.chunkByteData = netChunkData.data.data;
             NetManager.Instance.client.SendPackage(package);
         }
         yield return(null);
     }
 }
示例#10
0
        private void UpdateViewPlayer()
        {
            List <int> curViewPlayers = NetManager.Instance.server.playerManager.GetAroundPlayer(inChunkPos, ClientPlayer.VIEW_WIDTH);

            for (int i = 0; i < curViewPlayers.Count; i++)
            {
                if (viewPlayers.Contains(curViewPlayers[i]))
                {
                    RemoveViewPlayer(curViewPlayers[i]);
                }
                else
                {
                    ClientPlayer otherPlayer = NetManager.Instance.server.playerManager.GetPlayer(curViewPlayers[i]);
                    otherPlayer.AddViewEntity(aoId);
                    //通知玩家,有entity进入视野
                    EntityJoinViewPackage entityJoinViewPackage = PackageFactory.GetPackage(PackageType.EntityJoinView)
                                                                  as EntityJoinViewPackage;
                    ClientEntityInfo info = new ClientEntityInfo();
                    info.aoId     = aoId;
                    info.type     = type;
                    info.entityId = entityId;
                    info.position = position;
                    info.extData  = extData;
                    info.roleId   = hostPlayer == null ? -1 : hostPlayer.id;
                    entityJoinViewPackage.info = info;
                    otherPlayer.worker.SendPackage(entityJoinViewPackage);
                }
            }
            for (int i = 0; i < viewPlayers.Count; i++)
            {
                ClientPlayer otherPlayer = NetManager.Instance.server.playerManager.GetPlayer(viewPlayers[i]);
                otherPlayer.RemoveViewEntity(aoId);
                //通知玩家,有entity退出视野
                EntityLeaveViewPackage entityLeaveViewPackage = PackageFactory.GetPackage(PackageType.EntityLeaveView)
                                                                as EntityLeaveViewPackage;
                entityLeaveViewPackage.aoId = aoId;
                entityLeaveViewPackage.type = type;
                otherPlayer.worker.SendPackage(entityLeaveViewPackage);
            }
            viewPlayers = curViewPlayers;
            //检测当前entity是否退出玩家视野,如果是的话,更改entity所属
            CheckViewHold();
        }
示例#11
0
        public override void ServerDo(ClientConnectionWorker connectionWork)
        {
            ResponseRemoveChunkExtDataPackage package = PackageFactory.GetPackage(PackageType.ResponseRemoveChunkExtData)
                                                        as ResponseRemoveChunkExtDataPackage;

            package.pos      = pos;
            package.needSave = NetManager.Instance.server.sceneManager.CanchangedChunkSaved(pos);
            package.entities = new List <ClientEntityInfo>();
            List <ClientEntity> list = NetManager.Instance.server.entityManager.GetEntitiesInChunk(pos);

            if (list != null)
            {
                for (int i = 0; i < list.Count; i++)
                {
                    package.entities.Add(list[i].GetClientEntityInfo());
                }
            }
            connectionWork.SendPackage(package);
        }
示例#12
0
        public override void ServerDo(ClientConnectionWorker connectionWork)
        {
            //在服务器中初始化当前加入玩家的信息
            int              aoId       = AoIdManager.instance.getAoId();
            Vector3          birthPlace = NetManager.Instance.server.playerManager.mainPlayer.position;
            ClientPlayerInfo playerInfo = new ClientPlayerInfo();

            playerInfo.id         = roleId;
            playerInfo.aoId       = aoId;
            playerInfo.position   = birthPlace;
            playerInfo.playerId   = playerId;
            playerInfo.configName = NetManager.Instance.server.playerManager.mainPlayer.configName;
            playerInfo.seed       = NetManager.Instance.server.playerManager.mainPlayer.seed;
            connectionWork.InitPlayer(playerInfo);
            NetManager.Instance.server.playerManager.AddPlayer(connectionWork.player);

            //通知自己进入游戏,并返回一些配置
            ClientJoinGamePackage package = PackageFactory.GetPackage(PackageType.ClientJoinGame) as ClientJoinGamePackage;

            package.playerId        = playerId;
            package.aoId            = aoId;
            package.birthPlace      = birthPlace;
            package.worldConfigName = NetManager.Instance.server.playerManager.mainPlayer.configName;
            package.seed            = NetManager.Instance.server.playerManager.mainPlayer.seed;
            package.time            = NetManager.Instance.server.gameTime;
            connectionWork.SendPackage(package);

            //通知其他人我已进入游戏,并出现在他们视野内
            PlayerJoinViewPackage joinViewPackage = PackageFactory.GetPackage(PackageType.PlayerJoinView) as PlayerJoinViewPackage;

            joinViewPackage.playerId   = playerId;
            joinViewPackage.aoId       = aoId;
            joinViewPackage.birthPlace = birthPlace;
            List <int> viewPlayers = connectionWork.player.viewPlayers;

            for (int i = 0; i < viewPlayers.Count; i++)
            {
                ClientPlayer otherPlayer = NetManager.Instance.server.playerManager.GetPlayer(viewPlayers[i]);
                otherPlayer.worker.SendPackage(joinViewPackage);
            }
        }
示例#13
0
 public override void ServerDo(ClientConnectionWorker connectionWork)
 {
     for (int i = 0; i < entityInfos.Count; i++)
     {
         NetManager.Instance.server.entityManager.InitEntity(entityInfos[i]);
     }
     //可是entity全部交由服务器来管理,因此,客户端的某些怪物可能需要移掉(不在视野范围之内)
     for (int i = 0; i < entityInfos.Count; i++)
     {
         ClientEntity clientEntity = NetManager.Instance.server.entityManager.GetEntity(entityInfos[i].aoId);
         //检测归属变更
         clientEntity.CheckViewHold();
         if (clientEntity.viewPlayers.Count <= 0)
         {
             EntityLeaveViewPackage leaveViewPackage = PackageFactory.GetPackage(PackageType.EntityLeaveView) as EntityLeaveViewPackage;
             leaveViewPackage.aoId = clientEntity.aoId;
             leaveViewPackage.type = clientEntity.type;
             connectionWork.SendPackage(leaveViewPackage);
         }
     }
 }
        //(联机使用)
        public void GenerateFromServer(int x, int y, int z)
        {
            WorldPos pos = new WorldPos(x, y, z);

            if (_world.chunks.ContainsKey(pos))
            {
                return;
            }
            Chunk newChunk = _world.CreateNewChunk(pos);

            if (newChunk == null)
            {
                return;
            }
            _world.chunks.Add(newChunk.worldPos, newChunk);
            RequestChunkPackage package = PackageFactory.GetPackage(PackageType.ResquestChunk) as RequestChunkPackage;

            package.roleId = NetManager.Instance.client.roleId;
            package.pos    = pos;
            NetManager.Instance.client.SendPackage(package);
        }
        public override void ServerDo(ClientConnectionWorker connectionWork)
        {
            if (NetManager.Instance.server.sceneManager.RefreshEntity(pos))
            {
                List <int> listRefershEntity = new List <int>();
                for (int i = 0; i < entities.Count; i++)
                {
                    int aoId = AoIdManager.instance.getAoId();
                    ClientEntityInfo info = new ClientEntityInfo();
                    info.aoId     = aoId;
                    info.entityId = entities[i].id;
                    info.type     = entities[i].type;
                    info.extData  = entities[i].exData;
                    info.position = entities[i].pos;
                    info.roleId   = connectionWork.player.id;
                    NetManager.Instance.server.entityManager.InitEntity(info);
                    listRefershEntity.Add(aoId);
                }
                //全部刷新完成后,通知持有该块的玩家更改刷新标志,并通知其刷新怪物
                ChunkSignChangedPackage signChangedPackage = PackageFactory.GetPackage(PackageType.ChunkSignChanged) as ChunkSignChangedPackage;
                signChangedPackage.pos  = pos;
                signChangedPackage.sign = NetManager.Instance.server.sceneManager.GetSign(pos);
                NetManager.Instance.server.sceneManager.BroadcastPlayerHasChunkPackage(connectionWork.player, pos, signChangedPackage, true);
                for (int i = 0; i < listRefershEntity.Count; i++)
                {
                    ClientEntity          clientEntity          = NetManager.Instance.server.entityManager.GetEntity(listRefershEntity[i]);
                    ClientEntityInfo      clientEntityInfo      = clientEntity.GetClientEntityInfo();
                    EntityJoinViewPackage entityJoinViewPackage = PackageFactory.GetPackage(PackageType.EntityJoinView)
                                                                  as EntityJoinViewPackage;
                    entityJoinViewPackage.info = clientEntityInfo;
                    for (int j = 0; j < clientEntity.viewPlayers.Count; j++)
                    {
                        ClientPlayer clientPlayer = NetManager.Instance.server.playerManager.GetPlayer(clientEntity.viewPlayers[j]);
                        clientPlayer.worker.SendPackage(entityJoinViewPackage);
                    }
                }
//				Debug.Log("请求刷新区块pos:" + pos.ToString() + "的entity成功,刷新数量:" + listRefershEntity.Count + " changedSign:" +signChangedPackage.sign);
            }
        }
示例#16
0
        public void RemoveChunkInLocalAndRequestExtData(Chunk chunk, bool isSave = false)
        {
            if (isSave)
            {
                if (!_savedChunks.ContainsKey(chunk.worldPos))
                {
                    _savedChunks.Add(chunk.worldPos, chunk);
                }
            }
            else
            {
                world.chunks.Remove(chunk.worldPos);
                if (!_removedChunks.ContainsKey(chunk.worldPos))
                {
                    _removedChunks.Add(chunk.worldPos, chunk);
                }
            }
            RequestRemoveChunkExtDataPackage package = PackageFactory.GetPackage(PackageType.RequestRemoveChunkExtData)
                                                       as RequestRemoveChunkExtDataPackage;

            package.pos = chunk.worldPos;
            NetManager.Instance.client.SendPackage(package);
        }
示例#17
0
        public override void ServerDo(ClientConnectionWorker connectionWork)
        {
            ClientPlayer mainPlayer = NetManager.Instance.server.playerManager.mainPlayer;

            if (mainPlayer.id == roleId)
            {
                ResponseChunkPackage package = PackageFactory.GetPackage(PackageType.ResponseChunk) as ResponseChunkPackage;
                package.roleId = roleId;
                package.pos    = pos;
                package.isExit = false;
                ClientChangedChunkData data = NetManager.Instance.server.sceneManager.GetChangedChunkData(pos);
                if (data != null)
                {
                    package.hasChangedData = true;
                    package.changedData    = data;
                }
                mainPlayer.worker.SendPackage(package);
            }
            else
            {
                mainPlayer.worker.SendPackage(this);
            }
        }
示例#18
0
 //检测当前entity的持有者是否正确,如不正确,会变更
 public void CheckViewHold()
 {
     if (hostPlayer != null)
     {
         if (!viewPlayers.Contains(hostPlayer.id))
         {
             this.hostPlayer = null;
         }
     }
     if (hostPlayer == null)
     {
         ClientPlayer player = null;
         int          minDis = int.MaxValue;
         //找到距离当前怪物最近的玩家,将怪物的主动权交个他
         for (int i = 0; i < viewPlayers.Count; i++)
         {
             ClientPlayer tempPlayer = NetManager.Instance.server.playerManager.GetPlayer(viewPlayers[i]);
             int          dis        = Mathf.Max(Mathf.Abs(tempPlayer.inChunkPos.x - inChunkPos.x), Mathf.Abs(tempPlayer.inChunkPos.z - inChunkPos.z));
             if (dis < minDis)
             {
                 player = tempPlayer;
                 minDis = dis;
             }
         }
         this.hostPlayer = player;
         if (this.hostPlayer != null)
         {
             //通知当前玩家的entity变为本地entity,同步的时候就一当前玩家的entity为主
             EntityNetObjChangedPackage netObjChangedPackage = PackageFactory.GetPackage(PackageType.EntityNetObjChanged)
                                                               as EntityNetObjChangedPackage;
             netObjChangedPackage.aoId = aoId;
             netObjChangedPackage.type = type;
             this.hostPlayer.worker.SendPackage(netObjChangedPackage);
         }
     }
 }
示例#19
0
 public override void ServerDo(ClientConnectionWorker connectionWork)
 {
     UnityEngine.Debug.Log("收到客户端:" + this.ip + ":" + this.port + "的连接请求!");
     connectionWork.SendPackage(PackageFactory.GetPackage(this.id));
 }