示例#1
0
        public override void ProcessServerUpdate(StatePacket packet, Cell[,] maze)
        {
            if (packet.InputSequenceNumber <= LastSnapshotReceived)
            {
                return;
            }
            LastSnapshotReceived = packet.InputSequenceNumber;

            x        = packet.X;
            y        = packet.Y;
            rotation = packet.Rotation;

            // reconciliation
            for (int i = PendingInputs.Count - 1; i >= 0; i--)
            {
                InputPacket pending = PendingInputs[i];
                if (pending.InputSequenceNumber <= packet.InputSequenceNumber)
                {
                    PendingInputs.RemoveAt(i);
                }
                else
                {
                    ApplyInput(pending, maze);
                }
            }
        }
示例#2
0
        public void ProcessInput(float dt, Client client, Cell[,] maze)
        {
            InputPacket?PackageInputData()
            {
                bool    action   = Input.Controllers[PlayerControllerIndex].IsPressed(InputKeys.Action);
                Vector2 movement = Input.Controllers[PlayerControllerIndex].GetDirectionVector();

                if (movement.LengthSquared() == 0)
                {
                    if (action)
                    {
                        return(new InputPacket(this.ID, this.InputSequenceNumber, 0, 0, true));
                    }
                    else if (oldStateValid)
                    {
                        oldStateValid = false;
                        return(new InputPacket(this.ID, this.InputSequenceNumber, 0, 0, false));
                    }
                }
                else
                {
                    oldStateValid = true;
                    movement     *= dt;
                    return(new InputPacket(this.ID, this.InputSequenceNumber, movement.X, movement.Y, action));
                }

                return(null);
            }

            InputPacket?rawInputData = PackageInputData();

            if (rawInputData == null)
            {
                return;
            }
            InputPacket inputData = (InputPacket)rawInputData;

            InputSequenceNumber++;
            NetDataWriter writer = inputData.Serialize();

            // Send the packet
            client.Send(writer, SendOptions.ReliableOrdered);

            // Client-side prediction
            ApplyInput(inputData, maze);

            // Save the input packet for reconciliation
            PendingInputs.Add(inputData);
        }
示例#3
0
        private void ProcessInputPacket(InputPacket inputPacket)
        {
            if (world.Pjs.TryGetValue(inputPacket.CharacterID, out Pj pj))
            {
                ((ServerPj)pj).LastProcessedInput           = inputPacket.InputSequenceNumber;
                ((ServerPj)pj).LastProccessedInputTimestamp = (int)DateTime.UtcNow.Subtract(world.GameStartedTime).TotalMilliseconds;
                pj.ApplyInput(inputPacket, world.maze);

                if (inputPacket.Action)
                {
                    if (pj.PowerUp != null && !pj.Stunned)
                    {
                        pj.PowerUp.Action(pj, this);
                        RemovePowerUp(pj);
                    }
                }
            }
            else
            {
                throw new System.ComponentModel.InvalidEnumArgumentException();
            }
        }