Rename Net namespace to Networking and add MultiplePlayerUpdatePckt

This commit is contained in:
Sofia 2020-08-07 21:20:13 +03:00
parent b34edcab2d
commit d9ac54bd3d
27 changed files with 45 additions and 25 deletions

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@ -2,10 +2,10 @@
using UnityEngine;
using UnityEngine.UI;
using NeonTea.Quakeball.TeaNet.Peers;
using NeonTea.Quakeball.Net.Packets;
using NeonTea.Quakeball.Networking.Packets;
using System;
namespace NeonTea.Quakeball.Net {
namespace NeonTea.Quakeball.Networking {
public class CanvasInput : MonoBehaviour, PeerMessageListener {
public Button Host;
public Button Join;

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@ -3,10 +3,10 @@ using System;
using UnityEngine;
using NeonTea.Quakeball.TeaNet.Peers;
using NeonTea.Quakeball.TeaNet.Packets;
using NeonTea.Quakeball.Net.Packets;
using NeonTea.Quakeball.Net.Instances;
using NeonTea.Quakeball.Networking.Packets;
using NeonTea.Quakeball.Networking.Instances;
namespace NeonTea.Quakeball.Net {
namespace NeonTea.Quakeball.Networking {
public class GameProtocol : Protocol {
public override byte Identifier => 0x7A;

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@ -2,12 +2,12 @@
using System.Collections.Generic;
using UnityEngine;
using NeonTea.Quakeball.Player;
using NeonTea.Quakeball.Net.Packets;
using NeonTea.Quakeball.Networking.Packets;
using NeonTea.Quakeball.Interface;
using NeonTea.Quakeball.TeaNet.Peers;
using NeonTea.Quakeball.TeaNet.Packets;
namespace NeonTea.Quakeball.Net.Instances {
namespace NeonTea.Quakeball.Networking.Instances {
public class Client : NetInstance {
private NetChaperone Net;

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@ -1,11 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NeonTea.Quakeball.Net.Packets;
using NeonTea.Quakeball.Networking.Packets;
using NeonTea.Quakeball.TeaNet.Peers;
using NeonTea.Quakeball.TeaNet.Packets;
namespace NeonTea.Quakeball.Net.Instances {
namespace NeonTea.Quakeball.Networking.Instances {
public abstract class NetInstance {
protected static byte[] Fingerprint = new byte[] { 0xFF, 0xF7 };

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@ -1,13 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NeonTea.Quakeball.Net.Packets;
using NeonTea.Quakeball.Networking.Packets;
using NeonTea.Quakeball.Player;
using NeonTea.Quakeball.Interface;
using NeonTea.Quakeball.TeaNet.Peers;
using NeonTea.Quakeball.TeaNet.Packets;
namespace NeonTea.Quakeball.Net.Instances {
namespace NeonTea.Quakeball.Networking.Instances {
public class Server : NetInstance {
private NetChaperone Net;

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@ -1,9 +1,9 @@
using UnityEngine;
using NeonTea.Quakeball.Net.Instances;
using NeonTea.Quakeball.Networking.Instances;
using NeonTea.Quakeball.TeaNet.Peers;
using System.Collections.Generic;
namespace NeonTea.Quakeball.Net {
namespace NeonTea.Quakeball.Networking {
public class Net {
public static Net Singleton = new Net();

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@ -2,10 +2,10 @@
using System;
using UnityEngine;
using NeonTea.Quakeball.Interface;
using NeonTea.Quakeball.Net;
using NeonTea.Quakeball.Networking;
using NeonTea.Quakeball.TeaNet.Peers;
namespace NeonTea.Quakeball.Net {
namespace NeonTea.Quakeball.Networking {
public class NetChaperone : MonoBehaviour, PeerMessageListener {
public GameObject SpawnedRemotePlayer;

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@ -1,6 +1,7 @@
using UnityEngine;
using NeonTea.Quakeball.Player;
namespace NeonTea.Quakeball.Net {
namespace NeonTea.Quakeball.Networking {
public class NetPlayer {
public ulong Id;
public GameObject Controlled;

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@ -1,7 +1,7 @@
using NeonTea.Quakeball.TeaNet.Packets;
namespace NeonTea.Quakeball.Net.Packets {
namespace NeonTea.Quakeball.Networking.Packets {
public class HelloPckt : Packet {
public string Text;

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@ -1,7 +1,26 @@
using UnityEngine;
using NeonTea.Quakeball.TeaNet.Packets;
namespace NeonTea.Quakeball.Net.Packets {
using System.Collections.Generic;
using NeonTea.Quakeball.Networking;
namespace NeonTea.Quakeball.Networking.Packets {
public class MultiplePlayerUpdatesPckt : Packet {
public List<PlayerUpdatePckt> Updates = new List<PlayerUpdatePckt>();
public MultiplePlayerUpdatesPckt() { }
public MultiplePlayerUpdatesPckt(List<NetPlayer> players) {
}
public override void Read(ByteBuffer buffer) {
}
public override void Write(ByteBuffer buffer) {
}
}
public class PlayerUpdatePckt : Packet {
public ulong PlayerId;

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@ -1,7 +1,7 @@
using UnityEngine;
using NeonTea.Quakeball.TeaNet.Packets;
namespace NeonTea.Quakeball.Net.Packets {
namespace NeonTea.Quakeball.Networking.Packets {
public class SpawnPckt : Packet {
public ulong PlayerId;

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@ -1,7 +1,7 @@
using UnityEngine;
using UnityEngine.InputSystem;
using NeonTea.Quakeball.Net;
using NeonTea.Quakeball.Net.Packets;
using NeonTea.Quakeball.Networking;
using NeonTea.Quakeball.Networking.Packets;
namespace NeonTea.Quakeball.Player {
/// <summary>A controller class for a local player. Handles input and updates the relevant components.</summary>
@ -82,8 +82,8 @@ namespace NeonTea.Quakeball.Player {
PreviousPlayerUpdate = Time.time;
WantsToJump = false;
if (Net.Net.Singleton.Instance != null) {
Net.Net.Singleton.Instance.UpdateLocalPlayer(Player.CreatePacket());
if (Networking.Net.Singleton.Instance != null) {
Networking.Net.Singleton.Instance.UpdateLocalPlayer(Player.CreatePacket());
}
}
}

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@ -1,5 +1,5 @@
using UnityEngine;
using NeonTea.Quakeball.Net.Packets;
using NeonTea.Quakeball.Networking.Packets;
namespace NeonTea.Quakeball.Player {
/// <summary>The central glue class for players (both local and remote).</summary>

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@ -1,5 +1,5 @@
using UnityEngine;
using NeonTea.Quakeball.Net.Packets;
using NeonTea.Quakeball.Networking.Packets;
using NeonTea.Quakeball.Interface;
namespace NeonTea.Quakeball.Player {