Make server send all player updates in one packet
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Assets/Scripts/Net.meta
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8
Assets/Scripts/Net.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 5b2b07bcc084a8f449d46fad84fb9149
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -20,6 +20,7 @@ namespace NeonTea.Quakeball.Networking {
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RegisterPacket(typeof(HelloPckt));
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RegisterPacket(typeof(SpawnPckt));
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RegisterPacket(typeof(SelfIdentPckt));
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RegisterPacket(typeof(MultiplePlayerUpdatesPckt));
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RegisterPacket(typeof(PlayerUpdatePckt));
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}
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@ -31,7 +31,7 @@ namespace NeonTea.Quakeball.Networking.Instances {
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Net = GameObject.FindGameObjectWithTag("Net").GetComponent<NetChaperone>();
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LocalPlayer = new NetPlayer(ulong.MaxValue - 1);
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LocalPlayer.Controlled = GameObject.FindGameObjectWithTag("Player");
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LocalPlayer.Controlled = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
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}
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public override void Connected(Connection conn) {
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@ -65,22 +65,32 @@ namespace NeonTea.Quakeball.Networking.Instances {
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if (spawn.PlayerId == LocalPlayer.Id) {
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return; // Ignore, it's their own.
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}
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GameObject obj = Net.SpawnPlayer(spawn.Location);
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Player obj = Net.SpawnPlayer(spawn.Location).GetComponent<Player>();
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NetPlayer player = new NetPlayer(spawn.PlayerId, obj);
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Players.Add(spawn.PlayerId, player);
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} else if (packet is PlayerUpdatePckt) {
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PlayerUpdatePckt updatePckt = (PlayerUpdatePckt)packet;
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if (updatePckt.PlayerId == LocalPlayer.Id) {
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return; // Ignore, again.
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HandleUpdatePlayer(updatePckt);
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} else if (packet is MultiplePlayerUpdatesPckt) {
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MultiplePlayerUpdatesPckt multiple = (MultiplePlayerUpdatesPckt)packet;
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foreach (PlayerUpdatePckt pckt in multiple.Updates) {
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HandleUpdatePlayer(pckt);
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}
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Players[updatePckt.PlayerId].Controlled.GetComponent<RemotePlayer>().QueuePacket(updatePckt);
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}
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}
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public override void UpdateLocalPlayer(PlayerUpdatePckt pckt) {
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if (SelfIdentified) {
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public override void UpdateLocalPlayer() {
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if (SelfIdentified && Server != null) {
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PlayerUpdatePckt pckt = LocalPlayer.Controlled.CreatePacket();
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Peer.SendUnreliable(Server.uid, pckt);
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}
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}
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private void HandleUpdatePlayer(PlayerUpdatePckt pckt) {
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if (pckt.PlayerId == LocalPlayer.Id) {
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return; // Ignore, again.
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}
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Players[pckt.PlayerId].Controlled.GetComponent<RemotePlayer>().QueuePacket(pckt);
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}
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}
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}
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@ -17,7 +17,7 @@ namespace NeonTea.Quakeball.Networking.Instances {
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public abstract void Connected(Connection conn);
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public abstract void Disconnected(Connection conn);
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public abstract void Handle(Connection conn, Packet packet);
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public abstract void UpdateLocalPlayer(PlayerUpdatePckt pckt);
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public abstract void UpdateLocalPlayer();
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public void Stop() {
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if (Peer != null) {
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@ -17,6 +17,8 @@ namespace NeonTea.Quakeball.Networking.Instances {
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private NetPlayer LocalPlayer = new NetPlayer(ulong.MaxValue);
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private List<NetPlayer> PlayerList = new List<NetPlayer>();
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public override void Start(string address, int port, PeerMessageListener listener) {
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if (Peer != null) {
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return;
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@ -29,9 +31,9 @@ namespace NeonTea.Quakeball.Networking.Instances {
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Net = GameObject.FindGameObjectWithTag("Net").GetComponent<NetChaperone>();
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GameObject obj = GameObject.FindGameObjectWithTag("Player");
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Player obj = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
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LocalPlayer.Controlled = obj;
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Players.Add(LocalPlayer.Id, LocalPlayer);
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AddPlayer(LocalPlayer);
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}
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public override void Connected(Connection conn) {
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@ -47,7 +49,7 @@ namespace NeonTea.Quakeball.Networking.Instances {
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Peer.SendReliableLater(conn.uid, spawn);
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}
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NetPlayer RemotePlayer = new NetPlayer(PlayerIdCounter++);
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Players.Add(RemotePlayer.Id, RemotePlayer);
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AddPlayer(RemotePlayer);
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SelfIdentPckt ident = new SelfIdentPckt();
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ident.PlayerId = RemotePlayer.Id;
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Peer.SendReliable(conn.uid, ident);
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@ -55,13 +57,16 @@ namespace NeonTea.Quakeball.Networking.Instances {
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public override void Disconnected(Connection conn) {
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Terminal.Singleton.Println($"{conn.uid} Disconnected: {conn.ClosingReason}");
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if (Players.ContainsKey(conn.uid)) {
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RemovePlayer(Players[conn.uid]);
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}
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}
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public override void Handle(Connection conn, Packet packet) {
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if (packet is SpawnPckt) {
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SpawnPckt spawn = (SpawnPckt)packet;
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if (Players[conn.uid].Controlled == null) {
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GameObject obj = Net.SpawnPlayer(spawn.Location);
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Player obj = Net.SpawnPlayer(spawn.Location).GetComponent<Player>();
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Players[conn.uid].Controlled = obj;
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spawn = new SpawnPckt();
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@ -96,10 +101,19 @@ namespace NeonTea.Quakeball.Networking.Instances {
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}
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}
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public override void UpdateLocalPlayer(PlayerUpdatePckt pckt) {
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Debug.Log("Update local to everyone!");
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pckt.PlayerId = LocalPlayer.Id;
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public override void UpdateLocalPlayer() {
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MultiplePlayerUpdatesPckt pckt = new MultiplePlayerUpdatesPckt(PlayerList);
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SendUnreliableToAll(pckt);
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}
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private void AddPlayer(NetPlayer player) {
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Players.Add(player.Id, player);
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PlayerList.Add(player);
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}
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private void RemovePlayer(NetPlayer player) {
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Players.Remove(player.Id);
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PlayerList.Remove(player);
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}
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}
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}
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@ -4,9 +4,9 @@ using NeonTea.Quakeball.Players;
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namespace NeonTea.Quakeball.Networking {
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public class NetPlayer {
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public ulong Id;
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public GameObject Controlled;
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public Player Controlled;
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public NetPlayer(ulong id, GameObject obj = null) {
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public NetPlayer(ulong id, Player obj = null) {
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Id = id;
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Controlled = obj;
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}
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@ -12,12 +12,26 @@ namespace NeonTea.Quakeball.Networking.Packets {
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public MultiplePlayerUpdatesPckt() { }
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public MultiplePlayerUpdatesPckt(List<NetPlayer> players) {
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foreach (NetPlayer p in players) {
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Updates.Add(p.Controlled.CreatePacket(p.Id));
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}
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}
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public override void Read(ByteBuffer buffer) {
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Updates.Clear();
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int count = buffer.ReadInt();
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for (int i = 0; i < count; i++) {
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PlayerUpdatePckt pckt = new PlayerUpdatePckt();
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pckt.Read(buffer);
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Updates.Add(pckt);
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}
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}
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public override void Write(ByteBuffer buffer) {
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buffer.Write(Updates.Count);
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foreach (PlayerUpdatePckt p in Updates) {
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p.Write(buffer);
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}
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}
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}
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@ -33,12 +47,13 @@ namespace NeonTea.Quakeball.Networking.Packets {
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public PlayerUpdatePckt() { }
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public PlayerUpdatePckt(Vector3 moveDirection, byte moveStyle, bool jumping, float pitch, float yaw) {
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public PlayerUpdatePckt(Vector3 moveDirection, byte moveStyle, bool jumping, float pitch, float yaw, ulong id = 0) {
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MoveDirection = moveDirection;
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MoveStyle = moveStyle;
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Jumping = jumping;
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Pitch = pitch;
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Yaw = yaw;
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PlayerId = id;
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}
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public override void Read(ByteBuffer buffer) {
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@ -83,7 +83,7 @@ namespace NeonTea.Quakeball.Players {
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WantsToJump = false;
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if (Networking.Net.Singleton.Instance != null) {
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Networking.Net.Singleton.Instance.UpdateLocalPlayer(Player.CreatePacket());
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Networking.Net.Singleton.Instance.UpdateLocalPlayer();
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}
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}
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}
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@ -64,8 +64,8 @@ namespace NeonTea.Quakeball.Players {
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private Vector3 FeetPosition;
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/// <summary>Creates a PlayerUpdatePckt representing this Player's current status, for sending to other peers.</summary>
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public PlayerUpdatePckt CreatePacket() {
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return new PlayerUpdatePckt(MoveDirection, CurrentMoveStyle, Jumping, Pitch, Yaw);
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public PlayerUpdatePckt CreatePacket(ulong id = 0) {
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return new PlayerUpdatePckt(MoveDirection, CurrentMoveStyle, Jumping, Pitch, Yaw, id);
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}
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/// <summary>Updates this Player with the given packet, and sets it to null. No reusing packets.</summary>
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