├── .gitignore
├── .gitignore.swp
├── Assets
├── Audio.meta
├── Audio
│ ├── explosion_asteroid.wav
│ ├── explosion_asteroid.wav.meta
│ ├── explosion_enemy.wav
│ ├── explosion_enemy.wav.meta
│ ├── explosion_player.wav
│ ├── explosion_player.wav.meta
│ ├── weapon_enemy.wav
│ ├── weapon_enemy.wav.meta
│ ├── weapon_player.wav
│ └── weapon_player.wav.meta
├── Materials.meta
├── Materials
│ ├── fx_enemyShip_engines_mat.mat
│ ├── fx_enemyShip_engines_mat.mat.meta
│ ├── part_blast_mat.mat
│ ├── part_blast_mat.mat.meta
│ ├── part_glow_mat.mat
│ ├── part_glow_mat.mat.meta
│ ├── part_jet_core_mat.mat
│ ├── part_jet_core_mat.mat.meta
│ ├── part_jet_flare_mat.mat
│ ├── part_jet_flare_mat.mat.meta
│ ├── part_shockwave_mat.mat
│ ├── part_shockwave_mat.mat.meta
│ ├── part_spark_blue_mat.mat
│ ├── part_spark_blue_mat.mat.meta
│ ├── part_spark_large_mat.mat
│ ├── part_spark_large_mat.mat.meta
│ ├── part_spark_white_mat.mat
│ ├── part_spark_white_mat.mat.meta
│ ├── part_spark_yellow_mat.mat
│ ├── part_spark_yellow_mat.mat.meta
│ ├── prop_asteroid_01_mat.mat
│ ├── prop_asteroid_01_mat.mat.meta
│ ├── prop_asteroid_02_mat.mat
│ ├── prop_asteroid_02_mat.mat.meta
│ ├── prop_asteroid_03_mat.mat
│ ├── prop_asteroid_03_mat.mat.meta
│ ├── vehicle_enemyShip_glow_mat.mat
│ ├── vehicle_enemyShip_glow_mat.mat.meta
│ ├── vehicle_enemyShip_metal_mat.mat
│ ├── vehicle_enemyShip_metal_mat.mat.meta
│ ├── vehicle_playerShip_glass_mat.mat
│ ├── vehicle_playerShip_glass_mat.mat.meta
│ ├── vehicle_playerShip_metal_mat.mat
│ └── vehicle_playerShip_metal_mat.mat.meta
├── Models.meta
├── Models
│ ├── prop_asteroid_01.FBX
│ ├── prop_asteroid_01.FBX.meta
│ ├── prop_asteroid_02.FBX
│ ├── prop_asteroid_02.FBX.meta
│ ├── prop_asteroid_03.FBX
│ ├── prop_asteroid_03.FBX.meta
│ ├── vehicle_enemyShip.FBX
│ ├── vehicle_enemyShip.FBX.meta
│ ├── vehicle_playerShip.FBX
│ ├── vehicle_playerShip.FBX.meta
│ ├── vehicle_playerShip_collider.FBX
│ └── vehicle_playerShip_collider.FBX.meta
├── Plugins.meta
├── Plugins
│ ├── proto_tools.meta
│ └── proto_tools
│ │ ├── Google.ProtocolBuffers.Serialization.dll
│ │ ├── Google.ProtocolBuffers.Serialization.dll.meta
│ │ ├── Google.ProtocolBuffers.dll
│ │ ├── Google.ProtocolBuffers.dll.meta
│ │ ├── Message.cs
│ │ ├── Message.cs.meta
│ │ ├── ProtoBench.exe
│ │ ├── ProtoBench.exe.meta
│ │ ├── ProtoDump.exe
│ │ ├── ProtoDump.exe.meta
│ │ ├── ProtoGen.exe
│ │ ├── ProtoGen.exe.config
│ │ ├── ProtoGen.exe.config.meta
│ │ ├── ProtoGen.exe.meta
│ │ ├── ProtoMunge.exe
│ │ ├── ProtoMunge.exe.meta
│ │ ├── message.proto
│ │ ├── message.proto.meta
│ │ ├── proto_gen.sh
│ │ ├── proto_gen.sh.meta
│ │ ├── protoc-license.txt
│ │ ├── protoc-license.txt.meta
│ │ ├── protoc.exe
│ │ └── protoc.exe.meta
├── Prefab.meta
├── Prefab
│ ├── Cube.prefab
│ ├── Cube.prefab.meta
│ ├── Game.prefab
│ └── Game.prefab.meta
├── Resources.meta
├── Scenes.meta
├── Scenes
│ ├── LodingScene.unity
│ ├── LodingScene.unity.meta
│ ├── LoginScene.unity
│ ├── LoginScene.unity.meta
│ ├── SampleScene.unity
│ └── SampleScene.unity.meta
├── Script.meta
├── Script
│ ├── Frame.cs
│ ├── Frame.cs.meta
│ ├── Game.cs
│ ├── Game.cs.meta
│ ├── GameLogic.cs
│ ├── GameLogic.cs.meta
│ ├── GamePlay.cs
│ ├── GamePlay.cs.meta
│ ├── Net.meta
│ ├── Net
│ │ ├── Loom.cs
│ │ ├── Loom.cs.meta
│ │ ├── Message.cs
│ │ ├── Message.cs.meta
│ │ ├── MsgProcessor.cs
│ │ ├── MsgProcessor.cs.meta
│ │ ├── MyKcp.cs
│ │ ├── MyKcp.cs.meta
│ │ ├── Network.cs
│ │ ├── Network.cs.meta
│ │ ├── TestNetwork.cs
│ │ └── TestNetwork.cs.meta
│ ├── UI.meta
│ ├── UI
│ │ ├── LoadingUI.cs
│ │ ├── LoadingUI.cs.meta
│ │ ├── LoginUI.cs
│ │ └── LoginUI.cs.meta
│ ├── kcp4sharp.meta
│ └── kcp4sharp
│ │ ├── ByteBuf.cs
│ │ ├── ByteBuf.cs.meta
│ │ ├── Kcp.cs
│ │ ├── Kcp.cs.meta
│ │ ├── KcpClient.cs
│ │ ├── KcpClient.cs.meta
│ │ ├── KcpOnUdp.cs
│ │ ├── KcpOnUdp.cs.meta
│ │ ├── Output.cs
│ │ ├── Output.cs.meta
│ │ ├── TestKcp.cs
│ │ └── TestKcp.cs.meta
├── Startup.cs
├── Startup.cs.meta
├── Textures.meta
├── Textures
│ ├── cube_junkyard_sharp.cubemap
│ ├── cube_junkyard_sharp.cubemap.meta
│ ├── cube_junkyard_soft.cubemap
│ ├── cube_junkyard_soft.cubemap.meta
│ ├── fx_lazer_cyan_dff.tif
│ ├── fx_lazer_cyan_dff.tif.meta
│ ├── fx_lazer_orange_dff.tif
│ ├── fx_lazer_orange_dff.tif.meta
│ ├── part_enginePulse_dff.tif
│ ├── part_enginePulse_dff.tif.meta
│ ├── part_flash_dff.tif
│ ├── part_flash_dff.tif.meta
│ ├── part_jet_core_dff.tif
│ ├── part_jet_core_dff.tif.meta
│ ├── part_jet_flare_dff.tif
│ ├── part_jet_flare_dff.tif.meta
│ ├── part_shockwave_dff.tif
│ ├── part_shockwave_dff.tif.meta
│ ├── part_spark_large_dff.tif
│ ├── part_spark_large_dff.tif.meta
│ ├── part_spark_small_dff.tif
│ ├── part_spark_small_dff.tif.meta
│ ├── prop_asteroid_01_dff.tif
│ ├── prop_asteroid_01_dff.tif.meta
│ ├── prop_asteroid_01_nrm.tif
│ ├── prop_asteroid_01_nrm.tif.meta
│ ├── prop_asteroid_02_dff.tif
│ ├── prop_asteroid_02_dff.tif.meta
│ ├── prop_asteroid_02_nrm.tif
│ ├── prop_asteroid_02_nrm.tif.meta
│ ├── prop_asteroid_03_dff.tif
│ ├── prop_asteroid_03_dff.tif.meta
│ ├── prop_asteroid_03_nrm.tif
│ ├── prop_asteroid_03_nrm.tif.meta
│ ├── tile_nebula_green_dff.tif
│ ├── tile_nebula_green_dff.tif.meta
│ ├── vehicle_enemyShip_nrm.tif
│ ├── vehicle_enemyShip_nrm.tif.meta
│ ├── vehicle_enemyShip_purple_dff.tif
│ ├── vehicle_enemyShip_purple_dff.tif.meta
│ ├── vehicle_playerShip_orange_dff.tif
│ ├── vehicle_playerShip_orange_dff.tif.meta
│ ├── vehicle_playerShip_orange_nrm.tif
│ └── vehicle_playerShip_orange_nrm.tif.meta
├── _Complete-Game.meta
└── _Complete-Game
│ ├── Materials.meta
│ ├── Materials
│ ├── done_fx_bolt_cyan_mat.mat
│ ├── done_fx_bolt_cyan_mat.mat.meta
│ ├── done_fx_bolt_orange_mat.mat
│ ├── done_fx_bolt_orange_mat.mat.meta
│ ├── done_tile_nebula_green_dff.mat
│ └── done_tile_nebula_green_dff.mat.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ ├── Background.prefab
│ ├── Background.prefab.meta
│ ├── Done_Asteroid 01.prefab
│ ├── Done_Asteroid 01.prefab.meta
│ ├── Done_Asteroid 02.prefab
│ ├── Done_Asteroid 02.prefab.meta
│ ├── Done_Asteroid 03.prefab
│ ├── Done_Asteroid 03.prefab.meta
│ ├── Done_Bolt-Enemy.prefab
│ ├── Done_Bolt-Enemy.prefab.meta
│ ├── Done_Bolt.prefab
│ ├── Done_Bolt.prefab.meta
│ ├── Done_Enemy Ship.prefab
│ ├── Done_Enemy Ship.prefab.meta
│ ├── Done_Player.prefab
│ ├── Done_Player.prefab.meta
│ ├── Done_VFX.meta
│ └── Done_VFX
│ │ ├── Done_Explosions.meta
│ │ └── Done_Explosions
│ │ ├── done_explosion_asteroid.prefab
│ │ ├── done_explosion_asteroid.prefab.meta
│ │ ├── done_explosion_enemy.prefab
│ │ ├── done_explosion_enemy.prefab.meta
│ │ ├── done_explosion_player.prefab
│ │ └── done_explosion_player.prefab.meta
│ ├── Scripts.meta
│ └── Scripts
│ ├── Done_BGScroller.cs
│ └── Done_BGScroller.cs.meta
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
├── README.md
└── packages.config
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2 | Temp/
3 | obj/
4 | ./
5 | .vs/
6 | *.sln
7 | *.csproj
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1 |
2 | package pb;
3 |
4 | //消息ID
5 | enum ID {
6 |
7 | MSG_BEGIN = 0;
8 |
9 | MSG_Connect = 1; //连接(客户端发来第一个消息)
10 | MSG_Heartbeat = 2; //心跳(服务端返回Connect成功之后每隔1秒发送一个心跳包)
11 |
12 | MSG_JoinRoom = 10; //进入
13 | MSG_Progress = 20; //进度
14 | MSG_Ready = 30; //准备
15 | MSG_Start = 40; //开始
16 | MSG_Frame = 50; //帧数据
17 | MSG_Input = 60; //输入
18 | MSG_Result = 70; //结果
19 |
20 | MSG_Close = 100; //房间关闭
21 |
22 | MSG_END = 255;
23 | }
24 |
25 | //错误码
26 | enum ERRORCODE {
27 | ERR_Ok = 0; //OK
28 | ERR_NoPlayer = 1; //没有这个玩家
29 | ERR_NoRoom = 2; //没有房间
30 | ERR_RoomState = 3; //房间状态不正确
31 | ERR_Token = 4; //Token验证失败
32 | }
33 |
34 | //客户端发来的第一个消息
35 | message C2S_ConnectMsg {
36 | optional uint64 playerID = 1; //唯一ID
37 | optional uint64 battleID = 2; //战斗ID
38 | optional string token = 10; //令牌
39 | }
40 |
41 | //服务端返回连接结果
42 | message S2C_ConnectMsg {
43 | optional ERRORCODE errorCode = 1; //错误码
44 | }
45 |
46 | //服务端返回进入房间消息
47 | message S2C_JoinRoomMsg {
48 | optional int32 roomseatid = 1; //自己的位置索引id(1~N)
49 | repeated uint64 others = 2; //其他人的id
50 | repeated int32 pros = 3; //其他人的进度
51 | optional int32 randomSeed = 4; //随机种子
52 | }
53 |
54 | //服务端广播开始游戏消息
55 | message S2C_StartMsg {
56 | optional int64 timeStamp = 1; //同步时间戳
57 |
58 | }
59 |
60 | //读条进度
61 | message C2S_ProgressMsg {
62 | optional int32 pro = 1; //进度值0~100
63 | }
64 |
65 | //读条进度
66 | message S2C_ProgressMsg {
67 | optional uint64 id = 1; //id
68 | optional int32 pro = 2; //进度值0~100
69 | }
70 |
71 | //操作输入消息
72 | message C2S_InputMsg {
73 | optional int32 sid = 1; //操作id
74 | optional int32 x = 2; //操作位置x
75 | optional int32 y = 3; //操作位置y
76 | optional uint32 frameID = 4; //帧ID
77 | }
78 |
79 | //帧存储操作输入
80 | message InputData {
81 | optional uint64 id = 1; //id
82 | optional int32 sid = 2; //操作id
83 | optional int32 x = 3; //操作位置x
84 | optional int32 y = 4; //操作位置y
85 | optional int32 roomseatid = 5; //操作者的位置索引id(1~N)
86 | }
87 |
88 | //帧数据
89 | message FrameData {
90 | optional uint32 frameID = 1; //帧ID
91 | repeated InputData input = 2; //操作输入
92 | }
93 |
94 | //广播帧消息
95 | message S2C_FrameMsg {
96 | repeated FrameData frames = 1; //帧数据
97 | }
98 |
99 | //结果消息
100 | message C2S_ResultMsg {
101 | optional uint64 winnerID = 1; //胜利者ID
102 | }
103 |
104 |
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1 | if ./ProtoGen ./*.proto; then
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3 | else
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1 | protoc.exe was built from the original source at http://code.google.com/p/protobuf/
2 | The licence for this code is as follows:
3 |
4 | Copyright 2008, Google Inc.
5 | All rights reserved.
6 |
7 | Redistribution and use in source and binary forms, with or without
8 | modification, are permitted provided that the following conditions are
9 | met:
10 |
11 | * Redistributions of source code must retain the above copyright
12 | notice, this list of conditions and the following disclaimer.
13 | * Redistributions in binary form must reproduce the above
14 | copyright notice, this list of conditions and the following disclaimer
15 | in the documentation and/or other materials provided with the
16 | distribution.
17 | * Neither the name of Google Inc. nor the names of its
18 | contributors may be used to endorse or promote products derived from
19 | this software without specific prior written permission.
20 |
21 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
22 | "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
23 | LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
24 | A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
25 | OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
26 | SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
27 | LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
28 | DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
29 | THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
30 | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
31 | OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
32 |
33 | Code generated by the Protocol Buffer compiler is owned by the owner
34 | of the input file used when generating it. This code is not
35 | standalone and requires a support library to be linked with it. This
36 | support library is itself covered by the above license.
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 |
6 | public class LockStepFrame {
7 | public Dictionary FrameList = new Dictionary();
8 | public uint CurrentFrameIdx;
9 | public uint TotoalFrameCount;
10 |
11 | public void Start()
12 | {
13 |
14 | Reset();
15 | }
16 |
17 | public void Reset()
18 | {
19 | CurrentFrameIdx = 0;
20 | TotoalFrameCount = 0;
21 | FrameList.Clear();
22 | }
23 |
24 | public uint GetRemainFrameCount()
25 | {
26 | return TotoalFrameCount - CurrentFrameIdx;
27 | }
28 |
29 | public void PushFrameData(List msg)
30 | {
31 | foreach (var m in msg)
32 | {
33 | FrameList[m.FrameID] = m;
34 | TotoalFrameCount = Math.Max(TotoalFrameCount, m.FrameID);
35 | }
36 | }
37 |
38 | public pb.FrameData TickFrame()
39 | {
40 | pb.FrameData data = null;
41 | if (FrameList.TryGetValue(CurrentFrameIdx, out data))
42 | {
43 | FrameList.Remove(CurrentFrameIdx);
44 | }
45 |
46 | CurrentFrameIdx++;
47 |
48 | return data;
49 | }
50 | }
51 |
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/Assets/Script/Game.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Linq;
5 | using UnityEngine;
6 | using UnityEngine.Assertions;
7 | using MyType = System.Collections.Generic.List;
8 |
9 | public class Game : MonoBehaviour
10 | {
11 | public enum GameState
12 | {
13 | Waiting,
14 | Ready,
15 | Start,
16 | GameOver,
17 | }
18 |
19 | public static Game Instance;
20 | public int MyID = -1;
21 |
22 | public GameState State;
23 |
24 | public LockStepFrame Frame = new LockStepFrame();
25 | public GameLogic Logic = new GameLogic();
26 |
27 | public float TickTime = 0.03333333f;
28 | public float NextTime;
29 |
30 | public delegate void TickFrame(uint a, GameData b);
31 |
32 | public event TickFrame Callback;
33 | void Awake()
34 | {
35 | Instance = this;
36 | DontDestroyOnLoad(gameObject);
37 | }
38 |
39 | public void Reset()
40 | {
41 | Frame.Reset();
42 | Logic.Reset();
43 | }
44 |
45 | public void JoinRoom(ulong id)
46 | {
47 |
48 | Logic.JoinRoom(id);
49 | UnityEngine.Debug.LogFormat("[{0}], JoinRoom", id);
50 | }
51 |
52 | public void LeaveRoom(int id)
53 | {
54 |
55 | }
56 |
57 | public void PushFrameData(List msg)
58 | {
59 | Frame.PushFrameData(msg);
60 |
61 | }
62 |
63 | public void DoReady()
64 | {
65 | State = GameState.Ready;
66 | }
67 |
68 | public void DoStart()
69 | {
70 | State = GameState.Start;
71 | Frame.Start();
72 | NextTime = Time.unscaledTime+ TickTime;
73 |
74 | //StartTime = Time.unscaledTime;
75 | //NextTime = StartTime + (FrameCount+1) * TickTime;
76 | }
77 |
78 | public void Update()
79 | {
80 | if (State < GameState.Start)
81 | {
82 | return;
83 | }
84 |
85 | if (NextTime > Time.unscaledTime)
86 | {
87 | return;
88 | }
89 |
90 | var remain = Frame.GetRemainFrameCount();
91 | if (remain <= 0)
92 | {
93 | return;
94 | }
95 |
96 | NextTime += TickTime;
97 |
98 | var n = 1;
99 | if (remain >= 5)
100 | {
101 | n = Math.Min(20, (int)((remain + 15.0f) / 10.0f));
102 | }
103 |
104 |
105 | for (int i = 0; i < n; i++)
106 | {
107 | var idx = Frame.CurrentFrameIdx;
108 | var data = Frame.TickFrame();
109 |
110 | Logic.ProcessFrameData(data);
111 | if (null != Callback)
112 | {
113 | Callback(idx, Logic.Data);
114 | }
115 | }
116 |
117 |
118 |
119 | }
120 |
121 | public string test;
122 |
123 | [ContextMenu("test")]
124 | public void Test()
125 | {
126 | /*
127 | var obj = new message.SCPacket();
128 | var str = JsonConvert.SerializeObject(obj);
129 | var data = System.Text.Encoding.UTF8.GetBytes(str);
130 |
131 | var target = new SnappyCompressor();
132 |
133 | int compressedSize = target.MaxCompressedLength(data.Length);
134 | var compressed = new byte[compressedSize];
135 |
136 | int result = target.Compress(data, 0, data.Length, compressed);
137 |
138 | //Assert.Equal(52, result);
139 |
140 | var decompressor = new SnappyDecompressor();
141 | var bytes = decompressor.Decompress(compressed, 0, result);
142 | //Assert.Equal(data, bytes);*/
143 | }
144 |
145 |
146 | }
147 |
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/Assets/Script/GameLogic.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class GameData
6 | {
7 | public ulong MyID;
8 | public class PlayerData
9 | {
10 |
11 | public int Progress;
12 | public Vector3 Pos;
13 | public Quaternion Dir;
14 |
15 | public PlayerData()
16 | {
17 | Pos = Vector3.zero;
18 | Dir = Quaternion.identity;
19 | }
20 | }
21 |
22 | public Dictionary Players = new Dictionary();
23 |
24 | public void Reset()
25 | {
26 | Players.Clear();
27 | }
28 | }
29 |
30 | public class GameLogic
31 | {
32 |
33 | public GameData Data = new GameData();
34 |
35 | public void Reset()
36 | {
37 | Data.Reset();
38 | }
39 |
40 | public GameData.PlayerData GetMyData()
41 | {
42 | return Data.Players[Data.MyID];
43 | }
44 |
45 | public void JoinRoom(ulong id)
46 | {
47 | Data.Players[id] = new GameData.PlayerData();
48 | }
49 |
50 | public void SetProgress(ulong id,int progress)
51 | {
52 | Data.Players[id].Progress = progress;
53 | }
54 |
55 | public void ProcessFrameData(pb.FrameData msg)
56 | {
57 | if (null == msg)
58 | {
59 | return;
60 | }
61 | if (null != msg.InputList)
62 | {
63 | foreach (var f in msg.InputList)
64 | {
65 | PlayerCmd(f);
66 | }
67 | }
68 |
69 | }
70 |
71 | public void PlayerCmd(pb.InputData cmd)
72 | {
73 | GameData.PlayerData data = null;
74 | if (!Data.Players.TryGetValue(cmd.Id, out data))
75 | {
76 | return;
77 | }
78 | var dir = cmd.Sid;
79 |
80 | if (1 == dir)
81 | {
82 | data.Pos = data.Pos + Vector3.forward;
83 | } else if (2 == dir)
84 | {
85 | data.Pos = data.Pos + Vector3.back;
86 | }
87 | else if (3 == dir)
88 | {
89 | data.Pos = data.Pos + Vector3.left;
90 | }
91 | else if (4 == dir)
92 | {
93 | data.Pos = data.Pos + Vector3.right;
94 | }
95 | else if (0 == dir)
96 | {
97 | data.Pos = Vector3.zero;
98 | }
99 | }
100 | }
101 |
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/Assets/Script/GamePlay.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using Random = UnityEngine.Random;
6 |
7 | public class GamePlay : MonoBehaviour {
8 | public GameObject Prefab;
9 | public List Objs;
10 | public Dictionary Players = new Dictionary();
11 |
12 | private uint NextEventFrame = 60;
13 | private List objs = new List();
14 | void Awake()
15 | {
16 | var d = Game.Instance.Logic.Data;
17 | foreach (var kv in d.Players)
18 | {
19 | Players[kv.Key] = GameObject.Instantiate(Prefab, Vector3.zero, Quaternion.identity);
20 | Players[kv.Key].name = kv.Key.ToString();
21 | }
22 | }
23 |
24 | // Use this for initialization
25 | void Start ()
26 | {
27 | Game.Instance.Callback += TickFrame;
28 |
29 | }
30 |
31 | void OnDestroy()
32 | {
33 | Game.Instance.Callback -= TickFrame;
34 | }
35 |
36 | // Update is called once per frame
37 | void Update () {
38 | var d = Game.Instance.Logic.Data;
39 | foreach (var playerData in d.Players)
40 | {
41 | GameObject o = null;
42 | if (Players.TryGetValue(playerData.Key, out o))
43 | {
44 | o.transform.localPosition = Vector3.Lerp(o.transform.localPosition, playerData.Value.Pos,Time.deltaTime * 20);
45 | //o.transform.localPosition = playerData.Value.Pos;
46 | }
47 |
48 | }
49 |
50 | }
51 |
52 | void OnGUI()
53 | {
54 |
55 | if (GUI.Button(new Rect(0, 100, 100, 100), "Foward"))
56 | {
57 | var msg = pb.C2S_InputMsg.CreateBuilder();
58 | msg.SetSid(1);
59 | Network.Instance.Send(pb.ID.MSG_Input, msg.Build());
60 | }
61 | else if (GUI.Button(new Rect(100, 100, 100, 100), "Back"))
62 | {
63 | var msg = pb.C2S_InputMsg.CreateBuilder();
64 | msg.SetSid(2);
65 | Network.Instance.Send(pb.ID.MSG_Input, msg.Build());
66 | }
67 | else if (GUI.Button(new Rect(200, 100, 100, 100), "Left"))
68 | {
69 | var msg = pb.C2S_InputMsg.CreateBuilder();
70 | msg.SetSid(3);
71 | Network.Instance.Send(pb.ID.MSG_Input, msg.Build());
72 | }
73 | else if (GUI.Button(new Rect(300, 100, 100, 100), "Right"))
74 | {
75 | var msg = pb.C2S_InputMsg.CreateBuilder();
76 | msg.SetSid(4);
77 | Network.Instance.Send(pb.ID.MSG_Input, msg.Build());
78 | }
79 |
80 | }
81 |
82 |
83 | void TickFrame(uint a, GameData b)
84 | {
85 | if (a >= NextEventFrame)
86 | {
87 |
88 | NextEventFrame = a + (uint)Random.RandomRange(10, 40);
89 | var x = Random.RandomRange(-8, 8);
90 | var z = Random.RandomRange(-8, 8);
91 |
92 | var o = GameObject.Instantiate(Objs[Random.RandomRange(0, Objs.Count - 1)], new Vector3(x, 0, z), Quaternion.identity);
93 | o.name = a.ToString();
94 | objs.Add(o);
95 | }
96 | for (int i=0; in + 60 )
101 | {
102 | GameObject.Destroy(objs[i]);
103 | objs.RemoveAt(i);
104 | continue;
105 | }
106 | i++;
107 | }
108 | }
109 | }
110 |
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/Assets/Script/Net/Loom.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System;
5 | using System.Threading;
6 | using System.Linq;
7 |
8 | public class Loom : MonoBehaviour
9 | {
10 | public static int maxThreads = 8;
11 | static int numThreads;
12 |
13 | private static Loom _current;
14 | private int _count;
15 | public static Loom Current
16 | {
17 | get
18 | {
19 | Initialize();
20 | return _current;
21 | }
22 | }
23 |
24 | void Awake()
25 | {
26 | _current = this;
27 | initialized = true;
28 | }
29 |
30 | static bool initialized;
31 |
32 | static void Initialize()
33 | {
34 | if (!initialized)
35 | {
36 |
37 | if (!Application.isPlaying)
38 | return;
39 | initialized = true;
40 | var g = new GameObject("Loom");
41 | _current = g.AddComponent();
42 | }
43 |
44 | }
45 |
46 | private List _actions = new List();
47 | public struct DelayedQueueItem
48 | {
49 | public float time;
50 | public Action action;
51 | }
52 | private List _delayed = new List();
53 |
54 | List _currentDelayed = new List();
55 |
56 | public static void QueueOnMainThread(Action action)
57 | {
58 | QueueOnMainThread(action, 0f);
59 | }
60 | public static void QueueOnMainThread(Action action, float time)
61 | {
62 | if (time != 0)
63 | {
64 | lock (Current._delayed)
65 | {
66 | Current._delayed.Add(new DelayedQueueItem { time = Time.time + time, action = action });
67 | }
68 | }
69 | else
70 | {
71 | lock (Current._actions)
72 | {
73 | Current._actions.Add(action);
74 | }
75 | }
76 | }
77 |
78 | public static Thread RunAsync(Action a)
79 | {
80 | Initialize();
81 | while (numThreads >= maxThreads)
82 | {
83 | Thread.Sleep(1);
84 | }
85 | Interlocked.Increment(ref numThreads);
86 | ThreadPool.QueueUserWorkItem(RunAction, a);
87 | return null;
88 | }
89 |
90 | private static void RunAction(object action)
91 | {
92 | try
93 | {
94 | ((Action)action)();
95 | }
96 | catch
97 | {
98 | }
99 | finally
100 | {
101 | Interlocked.Decrement(ref numThreads);
102 | }
103 |
104 | }
105 |
106 |
107 | void OnDisable()
108 | {
109 | if (_current == this)
110 | {
111 |
112 | _current = null;
113 | }
114 | }
115 |
116 |
117 |
118 | // Use this for initialization
119 | void Start()
120 | {
121 |
122 | }
123 |
124 | List _currentActions = new List();
125 |
126 | // Update is called once per frame
127 | void Update()
128 | {
129 | lock (_actions)
130 | {
131 | _currentActions.Clear();
132 | _currentActions.AddRange(_actions);
133 | _actions.Clear();
134 | }
135 | foreach (var a in _currentActions)
136 | {
137 | a();
138 | }
139 | lock (_delayed)
140 | {
141 | _currentDelayed.Clear();
142 | _currentDelayed.AddRange(_delayed.Where(d => d.time <= Time.time));
143 | foreach (var item in _currentDelayed)
144 | _delayed.Remove(item);
145 | }
146 | foreach (var delayed in _currentDelayed)
147 | {
148 | delayed.action();
149 | }
150 |
151 |
152 |
153 | }
154 | }
155 |
--------------------------------------------------------------------------------
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/Assets/Script/Net/Message.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.IO;
5 | using cocosocket4unity;
6 | using UnityEngine;
7 | using UnityEngine.Experimental.UIElements;
8 |
9 | public static class PacketWraper
10 | {
11 | [System.Serializable]
12 | public class Packet
13 | {
14 | public int id;
15 | public byte[] data;
16 | }
17 |
18 | public static ByteBuf NewPacket(pb.ID id, Google.ProtocolBuffers.IMessage msg = null)
19 | {
20 | var bufLen = BitConverter.GetBytes((ushort)0);
21 |
22 |
23 | var t = new List();
24 |
25 | byte[] buffData = null;
26 | if (null != msg)
27 | {
28 | using (MemoryStream stream = new MemoryStream())
29 | {
30 | //Save the person to a stream
31 | msg.WriteTo(stream);
32 | buffData = stream.ToArray();
33 |
34 | bufLen = BitConverter.GetBytes((ushort)buffData.Length);
35 | }
36 | }
37 |
38 | if (BitConverter.IsLittleEndian)
39 | {
40 | Array.Reverse(bufLen);
41 | }
42 | t.AddRange(bufLen);
43 | t.Add((byte)id);
44 | if (null != buffData)
45 | {
46 | t.AddRange(buffData);
47 | }
48 |
49 | return new ByteBuf(t.ToArray());
50 | }
51 |
52 | public static Packet ReadPacket(byte[] b)
53 | {
54 | Packet p = new Packet();
55 | List temp = new List(b);
56 | var bID = temp.GetRange(0, 2);
57 | bID.Reverse();
58 | var len = BitConverter.ToUInt16(bID.ToArray(), 0);
59 | p.id = (int) temp[2];
60 | p.data = temp.GetRange(3, len).ToArray();
61 |
62 | return p;
63 | }
64 |
65 | }
66 |
67 | /*
68 | --[[
69 | c2s 5001 进入房间
70 | s2c 5001 收到
71 |
72 | c2s 5002 读条 pro
73 | s2c 5002 对方进度 pro
74 |
75 | c2s 5003 准备开始
76 | s2c 5003 可以开始
77 |
78 | s2c 5004 刷帧 帧ID 技能序列
79 |
80 | c2s 5005 技能 skillID x y
81 | s2c 5005 释放成功
82 |
83 | c2s 5006 战斗结束 输赢
84 | s2c 5006 回应收到
85 |
86 | PROTOCOL_ID_OPEN = 9998
87 | PROTOCOL_ID_HEARTBEAT = 1
88 |
89 | ]]
90 | */
91 | /*
92 | public static class message{
93 |
94 | public const int C2S_Connect = 9998;
95 | public const int S2C_Connect = C2S_Connect;
96 |
97 | public const int C2S_Heartbeat = 1;
98 | public const int S2C_Heartbeat = C2S_Heartbeat;
99 |
100 | public const int C2S_JoinRoom = 5001;
101 | public const int S2C_JoinRoom = C2S_JoinRoom;
102 | public const int C2S_Progress = 5002;
103 | public const int S2C_Progress = C2S_Progress;
104 | public const int C2S_Ready = 5003;
105 | public const int S2C_Ready = C2S_Ready;
106 | public const int S2C_Frame = 5004;
107 | public const int C2S_InputSkill = 5005;
108 | public const int S2C_InputSkill = C2S_InputSkill;
109 | public const int C2S_Result = 5006;
110 | public const int S2C_Result = C2S_Result;
111 |
112 | static SnappyCompressor compressor = new SnappyCompressor();
113 | static SnappyDecompressor decompressor = new SnappyDecompressor();
114 |
115 |
116 |
117 |
118 |
119 |
120 | [System.Serializable]
121 | public class SCPacket
122 | {
123 | public int id;
124 | public byte[] data;
125 | }
126 |
127 | [System.Serializable]
128 | public class CSPacket
129 | {
130 |
131 | public int id;
132 | public string rid;
133 | public byte[] data;
134 |
135 | }
136 |
137 | [System.Serializable]
138 | public class S2C_JoinRoomMsg
139 | {
140 | public int roomseatid;
141 | public List ID;
142 | }
143 |
144 | [System.Serializable]
145 | public class C2S_ProgressMsg
146 | {
147 | public int pro;
148 | }
149 | [System.Serializable]
150 | public class S2C_ProgressMsg
151 | {
152 | public int ID;
153 | public int pro;
154 | }
155 |
156 | /*
157 | [System.Serializable]
158 | public class S2C_ReadyMsg {
159 | }
160 |
161 | //empty frame [1]int{ frameid }
162 | //skill frame [5]int{ frameid, seatid, skillid,sx,sy }
163 |
164 |
165 | //----------[System.Serializable]-----------------------------------------------------
166 | public class S2C_ConnectMsg
167 | {
168 |
169 | }
170 | [System.Serializable]
171 | public class C2S_JoinRoomMsg
172 | {
173 | public int RoomID;
174 | }
175 |
176 |
177 | [System.Serializable]
178 | public class C2S_InputSkillMsg
179 | {
180 | public int Sid;
181 | public int Sx;
182 | public int Sy;
183 | }
184 |
185 |
186 | }*/
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/Assets/Script/Net/MsgProcessor.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Linq;
5 | using UnityEngine;
6 | using cocosocket4unity;
7 | using UnityEngine.SceneManagement;
8 |
9 | public static class MsgProcessor
10 | {
11 |
12 |
13 | public static void ProcessMsg(ByteBuf bb)
14 | {
15 | var p = PacketWraper.ReadPacket(bb.GetRaw());
16 | UnityEngine.Debug.LogFormat("msg:{0}-[{1}]", p.id,p.data.Length);
17 | var id = (pb.ID)p.id;
18 | switch (id)
19 | {
20 | case pb.ID.MSG_Connect:
21 | {
22 | UnityEngine.Debug.Log("pb.S2C_Connect");
23 | var msg = pb.S2C_ConnectMsg.ParseFrom(p.data);
24 | if (msg.ErrorCode == pb.ERRORCODE.ERR_Ok)
25 | {
26 | Network.Instance.Connected = true;
27 | Network.Instance.Send(pb.ID.MSG_JoinRoom);
28 | }
29 | else
30 | {
31 | UnityEngine.Debug.LogErrorFormat("pb.S2C_Connect{0}",msg.ErrorCode);
32 | }
33 | }
34 | break;
35 | case pb.ID.MSG_JoinRoom:
36 | {
37 |
38 | var msg = pb.S2C_JoinRoomMsg.ParseFrom(p.data);
39 |
40 | UnityEngine.Random.seed = msg.RandomSeed;
41 | Game.Instance.Logic.JoinRoom(Game.Instance.Logic.Data.MyID);
42 |
43 | //foreach (var pid in msg.OthersList)
44 | for(int i=0; i< msg.OthersList.Count; i++)
45 | {
46 | var pid = msg.GetOthers(i);
47 | Game.Instance.Logic.JoinRoom(pid);
48 | Game.Instance.Logic.Data.Players[pid].Progress = msg.GetPros(i);
49 | }
50 | SceneManager.LoadScene(1);
51 |
52 | }
53 | break;
54 | case pb.ID.MSG_Progress:
55 | {
56 | var msg = pb.S2C_ProgressMsg.ParseFrom(p.data);
57 | Game.Instance.Logic.SetProgress(msg.Id,msg.Pro);
58 | }
59 | break;
60 | case pb.ID.MSG_Ready:
61 | break;
62 | case pb.ID.MSG_Start:
63 | SceneManager.LoadScene(2);
64 | Game.Instance.DoStart();
65 | break;
66 | case pb.ID.MSG_Frame:
67 | {
68 | var msg = pb.S2C_FrameMsg.ParseFrom(p.data);
69 | Game.Instance.PushFrameData(msg.FramesList.ToList());
70 |
71 | }
72 | break;
73 | case pb.ID.MSG_Result:
74 | {
75 | //UnityEngine.Debug.LogFormat("msg:{0}-[{1}]", p.id, p.data.Length);
76 | Network.Instance.client.Stop();
77 | Application.LoadLevel(0);
78 |
79 | }
80 | break;
81 | case pb.ID.MSG_Close:
82 | {
83 | //UnityEngine.Debug.LogFormat("msg:{0}-[{1}]", p.id, p.data.Length);
84 | Network.Instance.client.Stop();
85 | Application.LoadLevel(0);
86 |
87 | }
88 | break;
89 | case pb.ID.MSG_END:
90 | {
91 | UnityEngine.Debug.LogFormat("msg:{0}-[{1}]", p.id,p.data.Length);
92 |
93 | }
94 | break;
95 |
96 | }
97 |
98 | }
99 |
100 |
101 | }
102 |
--------------------------------------------------------------------------------
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/Assets/Script/Net/MyKcp.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using cocosocket4unity;
5 | using UnityEngine;
6 |
7 | public class MyKcp : KcpClient
8 | {
9 |
10 |
11 | protected override void HandleReceive(ByteBuf bb)
12 | {
13 | Loom.QueueOnMainThread(() =>
14 | {
15 | Network.Instance.HandleReceive(bb);
16 |
17 | });
18 |
19 | }
20 |
21 | ///
22 | /// 异常
23 | ///
24 | ///
25 | protected override void HandleException(Exception ex)
26 | {
27 | base.HandleException(ex);
28 |
29 | Loom.QueueOnMainThread(() =>
30 | {
31 | Network.Instance.HandleException(ex);
32 | });
33 |
34 |
35 | }
36 |
37 | ///
38 | /// 超时
39 | ///
40 | protected override void HandleTimeout()
41 | {
42 | base.HandleTimeout();
43 |
44 | Loom.QueueOnMainThread(() =>
45 | {
46 | Network.Instance.HandleTimeout();
47 | });
48 |
49 |
50 | }
51 | }
--------------------------------------------------------------------------------
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/Assets/Script/Net/Network.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Linq;
5 | using cocosocket4unity;
6 | using UnityEngine;
7 |
8 | public class Network : MonoBehaviour
9 | {
10 | public static Network Instance;
11 | public MyKcp client;
12 |
13 | public bool Connected = false;
14 | public float Heartbeat = 10.0f;
15 | public float Delta = 0;
16 |
17 |
18 | void Awake()
19 | {
20 | Instance = this;
21 | }
22 | // Use this for initialization
23 | void Start () {
24 |
25 | }
26 |
27 | public void Connect(string host, int port)
28 | {
29 | if (null != client)
30 | {
31 | client.Stop();
32 | }
33 |
34 | client = new MyKcp();
35 | client.NoDelay(1, 10, 2, 1);//fast
36 | client.WndSize(4096, 4096);
37 | client.Timeout(40 * 1000);
38 | client.SetMtu(512);
39 | client.SetMinRto(10);
40 | client.SetConv(121106);
41 |
42 | client.Connect(host, port);
43 |
44 | client.Start();
45 | }
46 |
47 | // Update is called once per frame
48 | void Update () {
49 | if (null != client && client.IsRunning() && Connected)
50 | {
51 | Delta += Time.unscaledDeltaTime;
52 | if (Delta > Heartbeat)
53 | {
54 | client.Send(PacketWraper.NewPacket(pb.ID.MSG_Heartbeat));
55 | Delta = 0;
56 | }
57 |
58 |
59 | }
60 |
61 |
62 |
63 | }
64 |
65 | public void Send(pb.ID id, Google.ProtocolBuffers.IMessage obj = null)
66 | {
67 | if (null != client && client.IsRunning() && Connected)
68 | {
69 | client.Send(PacketWraper.NewPacket(id,obj));
70 | }
71 | else
72 | {
73 | UnityEngine.Debug.LogError("client no connect");
74 | }
75 | }
76 |
77 | void OnGUI()
78 | {
79 |
80 | //StartCoroutine(Co());
81 | if (null != client && client.IsRunning() && Connected)
82 | {
83 | if (GUI.Button(new Rect(100, 0, 100, 100), "Disconnect"))
84 | {
85 | client.Stop();
86 | }
87 | }
88 | }
89 |
90 | public void HandleReceive(ByteBuf bb)
91 | {
92 | MsgProcessor.ProcessMsg(bb);
93 | }
94 |
95 | public void HandleException(Exception ex)
96 | {
97 | UnityEngine.Debug.LogWarning("MyKcp HandleException:"+ ex.Message);
98 | Application.LoadLevel(0);
99 | }
100 |
101 | public void HandleTimeout()
102 | {
103 | Connected = false;
104 | UnityEngine.Debug.LogWarning("MyKcp HandleTimeout");
105 | Application.LoadLevel(0);
106 | }
107 |
108 | void OnDestroy()
109 | {
110 | if (null != client)
111 | {
112 | client.Stop();
113 | }
114 |
115 | }
116 |
117 |
118 | }
119 |
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/Assets/Script/Net/TestNetwork.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using cocosocket4unity;
5 | using UnityEngine;
6 |
7 | public class TestNetwork : MonoBehaviour
8 | {
9 | private MyKcp client;
10 |
11 |
12 | // Use this for initialization
13 | void Start () {
14 | client = new MyKcp();
15 | client.NoDelay(1, 10, 2, 1);//fast
16 | client.WndSize(64, 64);
17 | client.Timeout(10 * 1000);
18 | client.SetMtu(512);
19 | client.SetMinRto(10);
20 | client.SetConv(121106);
21 | //client.Connect("119.29.153.92", 2222);
22 | client.Connect("127.0.0.1", 10086);
23 | client.Start();
24 |
25 | StartCoroutine(Co());
26 | }
27 |
28 | // Update is called once per frame
29 | void Update () {
30 |
31 | }
32 |
33 | IEnumerator Co()
34 | {
35 | var i = 0;
36 | while (true)
37 | {
38 | yield return new WaitForSeconds(1);
39 |
40 | String s = i+" hi,heoll world! 你好啊!!";
41 | //for (int i = 0; i < 2; i++)
42 | //{
43 | // s = s + s;
44 | //}
45 | ByteBuf bb = new ByteBuf(System.Text.Encoding.UTF8.GetBytes(s));
46 | Console.WriteLine(bb.ReadableBytes());
47 | client.Send(bb);
48 | //Console.Read();
49 |
50 | i++;
51 | }
52 |
53 | }
54 |
55 | void OnDestroy()
56 | {
57 | if (null != client)
58 | client.Stop();
59 | }
60 | }
61 |
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/Assets/Script/UI/LoadingUI.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.SceneManagement;
5 |
6 | public class LoadingUI : MonoBehaviour {
7 |
8 | public List Progress;
9 |
10 | // Use this for initialization
11 | void Start () {
12 | StartCoroutine(ProgressCor());
13 |
14 | foreach (var slider in Progress)
15 | {
16 | slider.gameObject.SetActive(false);
17 | }
18 |
19 |
20 | }
21 |
22 | // Update is called once per frame
23 | void Update ()
24 | {
25 | int i = 0;
26 | foreach (var p in Game.Instance.Logic.Data.Players)
27 | {
28 | Progress[i].gameObject.SetActive(true);
29 | Progress[i].value = 0.01f * p.Value.Progress;
30 |
31 | i++;
32 | }
33 | }
34 |
35 | IEnumerator ProgressCor()
36 | {
37 | yield return new WaitForSeconds(0.5f);
38 | var b = pb.C2S_ProgressMsg.CreateBuilder();
39 | b.SetPro(25);
40 | Game.Instance.Logic.GetMyData().Progress = 25;
41 | Network.Instance.Send(pb.ID.MSG_Progress,b.Build());
42 |
43 | yield return new WaitForSeconds(0.5f);
44 | b.SetPro(50);
45 | Game.Instance.Logic.GetMyData().Progress = 50;
46 | Network.Instance.Send(pb.ID.MSG_Progress, b.Build());
47 |
48 | yield return new WaitForSeconds(0.5f);
49 | b.SetPro(75);
50 | Game.Instance.Logic.GetMyData().Progress = 75;
51 | Network.Instance.Send(pb.ID.MSG_Progress, b.Build());
52 |
53 | yield return new WaitForSeconds(0.5f);
54 | b.SetPro(100);
55 | Game.Instance.Logic.GetMyData().Progress = 100;
56 | Network.Instance.Send(pb.ID.MSG_Progress, b.Build());
57 |
58 | yield return new WaitForSeconds(0.5f);
59 | Network.Instance.Send(pb.ID.MSG_Ready);
60 | }
61 | }
62 |
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/Assets/Script/UI/LoginUI.cs:
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1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using System.Net;
5 | using UnityEngine;
6 | using UnityEngine.UI;
7 |
8 | public class LoginUI : MonoBehaviour
9 | {
10 |
11 |
12 | public InputField Host;
13 | public InputField Room;
14 | public InputField ID;
15 |
16 | public InputField HTTPRequest;
17 |
18 | // Use this for initialization
19 | void Start () {
20 |
21 | }
22 |
23 | // Update is called once per frame
24 | void Update () {
25 |
26 | }
27 |
28 | public void CreateRoom()
29 | {
30 | StartCoroutine(HttpGet());
31 | }
32 |
33 | public void JoinRoom()
34 | {
35 | var addr = Host.text.Split(':');
36 |
37 | Network.Instance.Connect(addr[0],int.Parse(addr[1]));
38 |
39 |
40 | var b = pb.C2S_ConnectMsg.CreateBuilder();
41 |
42 | b.SetBattleID(UInt64.Parse(Room.text));
43 | Game.Instance.Logic.Data.MyID = UInt64.Parse(ID.text);
44 | b.SetPlayerID(Game.Instance.Logic.Data.MyID);
45 | b.SetToken("");
46 | Network.Instance.client.Send(PacketWraper.NewPacket(pb.ID.MSG_Connect, b.Build()));
47 | }
48 |
49 | IEnumerator HttpGet()
50 | {
51 | WWW getData = new WWW(HTTPRequest.text);
52 | yield return getData;
53 | if (getData.error != null)
54 | {
55 | Debug.Log(getData.error);
56 | }
57 | else
58 | {
59 | Debug.Log(getData.text);
60 | }
61 |
62 | }
63 | }
64 |
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/Assets/Script/kcp4sharp/KcpClient.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Threading;
6 | using System.IO;
7 |
8 | namespace cocosocket4unity
9 | {
10 | ///
11 | /// kcp客戶端程序
12 | ///
13 | public abstract class KcpClient : KcpOnUdp
14 | {
15 | protected volatile bool running;
16 | ///
17 | /// kcp,随机分配一个端口
18 | ///
19 | public KcpClient():base(0)
20 | {
21 | }
22 | ///
23 | /// 初始化kcp
24 | ///
25 | /// 监听端口
26 | ///
27 | public KcpClient(int port):base(port)
28 | {
29 | }
30 | ///
31 | /// 是否在运行状态
32 | ///
33 | ///
34 | public bool IsRunning()
35 | {
36 | return this.running;
37 | }
38 | ///
39 | /// 停止udp
40 | ///
41 | public void Stop()
42 | {
43 | if(running)
44 | {
45 | running = false;
46 | try
47 | {
48 | this.client.Close();
49 | }catch (Exception ex)
50 | {
51 | }
52 | }
53 | }
54 | protected override void HandleException(Exception ex)
55 | {
56 | this.Stop();
57 | }
58 | protected override void HandleTimeout()
59 | {
60 | this.Stop();
61 | }
62 | ///
63 | /// 开启线程开始工作
64 | ///
65 | public void Start()
66 | {
67 | if (!this.running)
68 | {
69 | this.running = true;
70 | Thread t = new Thread(new ThreadStart(run));//状态更新
71 | t.IsBackground = true;
72 | t.Start();
73 | }
74 | }
75 | private void run()
76 | {
77 | while (running)
78 | {
79 | DateTime st = DateTime.Now;
80 | this.Update();
81 | if (this.needUpdate)
82 | {
83 | continue;
84 | }
85 | DateTime end = DateTime.Now;
86 | while ((end - st).TotalMilliseconds < 10)
87 | {
88 | if (this.needUpdate)
89 | {
90 | break;
91 | }
92 | Thread.Sleep(0);
93 | end = DateTime.Now;
94 | }
95 | }
96 | }
97 | }
98 | }
99 |
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace cocosocket4unity
7 | {
8 | public abstract class Output
9 | {
10 | abstract public void output(ByteBuf msg, Kcp kcp, Object user);
11 | }
12 | }
13 |
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/Assets/Script/kcp4sharp/TestKcp.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Net.Sockets;
6 | using System.Net;
7 | //引用的
8 | using System.Threading;
9 |
10 | namespace cocosocket4unity
11 | {
12 | public class TestKcp : KcpClient
13 | {
14 | protected override void HandleReceive(ByteBuf bb)
15 | {
16 | string content= System.Text.Encoding.UTF8.GetString(bb.GetRaw());
17 | Console.WriteLine("msg:"+content);
18 | //this.Send(bb.Copy());
19 | }
20 | ///
21 | /// 异常
22 | ///
23 | ///
24 | protected override void HandleException(Exception ex)
25 | {
26 | base.HandleException(ex);
27 | }
28 | ///
29 | /// 超时
30 | ///
31 | protected override void HandleTimeout()
32 | {
33 | base.HandleTimeout();
34 | }
35 |
36 | public static void Main(string[] args)
37 | {
38 | KcpClient client = new TestKcp();
39 | client.NoDelay(1, 10, 2, 1);//fast
40 | client.WndSize(64, 64);
41 | client.Timeout(10*1000);
42 | client.SetMtu(512);
43 | client.SetMinRto(10);
44 | client.SetConv(121106);
45 | //client.Connect("119.29.153.92", 2222);
46 | client.Connect("127.0.0.1", 2222);
47 | client.Start();
48 | Thread.Sleep(2000);
49 | String s = "hi,heoll world! 你好啊!!";
50 | //for (int i = 0; i < 2; i++)
51 | //{
52 | // s = s + s;
53 | //}
54 | ByteBuf bb = new ByteBuf(System.Text.Encoding.UTF8.GetBytes(s));
55 | Console.WriteLine(bb.ReadableBytes());
56 | client.Send(bb);
57 | Console.Read();
58 | }
59 |
60 | }
61 | }
62 |
63 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Startup : MonoBehaviour
6 | {
7 |
8 | public GameObject p;
9 |
10 | public static GameObject GameIns;
11 | // Use this for initialization
12 | void Start () {
13 | if (null == GameIns)
14 | {
15 | GameIns = GameObject.Instantiate(p);
16 | }
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class Done_BGScroller : MonoBehaviour
5 | {
6 | public float scrollSpeed;
7 | public float tileSizeZ;
8 |
9 | private Vector3 startPosition;
10 |
11 | void Start ()
12 | {
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14 | }
15 |
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17 | {
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20 | }
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/README.md:
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1 | ### 帧同步服务器测试用客户端
2 | [服务器代码地址](https://github.com/bailu1901/lockstepserver)
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1 |
2 |
3 |
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