├── .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 ├── 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-------------------------------------------------------------------------------- /Assets/Plugins/proto_tools/ProtoGen.exe.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc1c5a1044a54aa46a95d1184b3291e0 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Plugins/proto_tools/ProtoMunge.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/byebyebruce/lockstep-client-unity/d88ca0fdf130be671761a9e00b5ee9dddf3dee7b/Assets/Plugins/proto_tools/ProtoMunge.exe -------------------------------------------------------------------------------- /Assets/Plugins/proto_tools/ProtoMunge.exe.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9b9fd8a0a0bf054c972c2bc843b3af0 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Plugins/proto_tools/message.proto: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Plugins/proto_tools/message.proto.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e1e45c9e31873f346a04399726a5049d 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Plugins/proto_tools/proto_gen.sh: -------------------------------------------------------------------------------- 1 | if ./ProtoGen ./*.proto; then 2 | echo build success 3 | else 4 | echo build failed 5 | read -p "press any key to quit" -n 1 -r 6 | fi -------------------------------------------------------------------------------- /Assets/Plugins/proto_tools/proto_gen.sh.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 091ba78fc9ff4c24ab7e1d4db14e3028 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Plugins/proto_tools/protoc-license.txt: -------------------------------------------------------------------------------- 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. 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99c9720ab356a0642a771bea13969a05 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 604242b2901044047bf7a2c31ba6bbdc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Script/Frame.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/Frame.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b15279be9dc95542bd686828350b01b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/Game.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/Game.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5f8a03e3729d2b49a77f25b7da3017a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/GameLogic.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/GameLogic.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d7ec3cadc248e334f91771a8f0e60906 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/GamePlay.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/GamePlay.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2e8505ee49c111546b7f7bea73e118af 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/Net.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 039af5e9fe132b04dbc24df6f7b03913 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Script/Net/Loom.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/Net/Loom.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abb6fbdae4c71ee41b3a155782fbc979 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/Net/Message.cs: -------------------------------------------------------------------------------- 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 | }*/ -------------------------------------------------------------------------------- /Assets/Script/Net/Message.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16a40b1ef123154458f03fa87fdf9578 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Script/Net/MsgProcessor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6aa87286edf0474418b1834fcbcdd712 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /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 | } -------------------------------------------------------------------------------- /Assets/Script/Net/MyKcp.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e478e1360f3c2a041be7bda6c1007f8c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/Script/Net/Network.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b20c62d3df8b8a1418d659a01b6bfa16 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/Net/TestNetwork.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/Net/TestNetwork.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d263900286543e640a492d04ec032808 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/UI.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 142b16469f8514544949113ba639d938 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Script/UI/LoadingUI.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/UI/LoadingUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 780b2849751fd0c47b4e55e5005904ef 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/UI/LoginUI.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/UI/LoginUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9a8304ae74b91144ab05257f4e79d483 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/kcp4sharp.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b7baba10b356587409209639a16c7673 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Script/kcp4sharp/ByteBuf.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 78974ca53baafe048884ae1ce7db2bdd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/kcp4sharp/Kcp.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 18e1b23cb6aeabb4abc4914752c45db6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/kcp4sharp/KcpClient.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/kcp4sharp/KcpClient.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7010690825387ef419bb068b105766d0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/kcp4sharp/KcpOnUdp.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 190b417a291d64941a7bc029e6bfdfde 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/kcp4sharp/Output.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/kcp4sharp/Output.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 853f492c40b7b8b45b9f02c3af3c32bc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/kcp4sharp/TestKcp.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Script/kcp4sharp/TestKcp.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 75ba62fdbc6fdff4a997735d1090a048 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Startup.cs: -------------------------------------------------------------------------------- 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 | } 17 | GameIns.GetComponent().Reset(); 18 | } 19 | 20 | // Update is called once per frame 21 | void Update () { 22 | 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Startup.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9d691e047b1b26744867cfd5388da7b7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Textures.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0881036b0330d704bb3e11199c493360 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | 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