-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathMultiplayerBufferZone.cs
285 lines (232 loc) · 9.08 KB
/
MultiplayerBufferZone.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
public class MultiplayerBufferZone : MonoBehaviour
{
public static bool opponentReady = false, playerReady = false, clientReady = false, dataSent=false, executing = false;
public static int playersReady=0;
public static Dictionary<CharacterState.Faction, List<ICharacterTarget>> allTargetCharacters = new Dictionary<CharacterState.Faction, List<ICharacterTarget>>();
CharacterState.Faction chFaction;
bool tmpexecuting = false;
List<CharacterModule> subject=new List<CharacterModule>();
PhotonView photonView = new PhotonView();
Person person = new Person();
List<Person> playerPersons=new List<Person>(),opponentPersons=new List<Person>();
// Use this for initialization
void Start () {
}
void Update()
{
}
void Awake()
{
PhotonNetwork.OnEventCall += this.OnEvent;
}
private void OnEvent(byte eventcode, object content, int senderid)
{
if (eventcode == 0)
{
PhotonPlayer sender = PhotonPlayer.Find(senderid); // who sent this?
Debug.LogError("0: Receiving ready signal");
opponentReady=(bool)content;
playersReady++;
}
if (eventcode == 1)
{
List<Person> receivedPersons = new List<Person>();
PhotonPlayer sender = PhotonPlayer.Find(senderid); // who sent this?
Debug.LogError("1: Receiving Client character actions");
receivedPersons = (List<Person>)Deserialize((byte[])content);
setTargetCharIC(receivedPersons, CharacterState.Faction.Enemy);
playersReady++;
}
if (eventcode == 2)
{
List<Person> receivedPersons = new List<Person>();
PhotonPlayer sender = PhotonPlayer.Find(senderid); // who sent this?
Debug.LogError("2: Receiving Master character actions");
receivedPersons = (List<Person>)Deserialize((byte[])content);
setTargetCharIC(receivedPersons, CharacterState.Faction.Player);
playersReady++;
}
if (eventcode == 3)
{
PhotonPlayer sender = PhotonPlayer.Find(senderid); // who sent this?
Debug.LogError("3: Receiving Execution");
executing = (bool)content;
}
if (eventcode == 4)
{
//PhotonPlayer sender = PhotonPlayer.Find(senderid); // who sent this?
Debug.LogError("4: Character death synchronisation");
killTargetChar((Character)content,CharacterState.Faction.Player);
killTargetChar((Character)content, CharacterState.Faction.Enemy);
}
}
// Update is called once per frame
public void MasterSend()
{
List<Person> buffer = new List<Person>();
buffer.AddRange(getTargetCharIC(CharacterState.Faction.Player));
PhotonNetwork.RaiseEvent(2, Serialize(buffer), true, null);
//the photom supports limited amount of types, need to serialize them
//we cannot send commands, need to redo them
//send all stuff
}
public void ClientSend()
{
List<Person> buffer = new List<Person>();
allTargetCharacters = LevelManager.allTargetCharacters;
buffer.AddRange(getTargetCharIC(CharacterState.Faction.Player));
PhotonNetwork.RaiseEvent(1, Serialize(buffer), true, null);
//send all stuff
}
public List<Person> getTargetCharIC(CharacterState.Faction chFac)
{
List<Person> buffer = new List<Person>();
foreach (CharacterAspect characterAspect in allTargetCharacters[chFac])
{
CharacterCommander charCommander = characterAspect.ch.GetModule<CharacterCommander>();
CharacterStatus charStatus = characterAspect.ch.GetModule<CharacterStatus>();
person.name = charStatus.name;
//person.commands = charCommander.allCommands;
buffer.Add(person);
}
return buffer;
}
public void setTargetCharIC(List<Person> buffer, CharacterState.Faction chFac)
{
int i = 0;
foreach (CharacterAspect characterAspect in allTargetCharacters[chFac])
{
CharacterCommander charCommander = characterAspect.ch.GetModule<CharacterCommander>();
CharacterStatus charStatus = characterAspect.ch.GetModule<CharacterStatus>();
//charCommander.RemoveAllCommands();
// charCommander.RemoveAllSubCommanders();
if (!charStatus.name.Equals(buffer[i].name))
{
Debug.LogError("Soldiers name not corresponsing(IC)");
}
// foreach (Command commandss in buffer[i].commands)
// {
// charCommander.AddCommand(commandss);
// }
i++;
}
}
public List<SyncPerson> getTargetCharPQH(CharacterState.Faction chFac)
{
SyncPerson syncPerson = new SyncPerson();
List<SyncPerson> buffer = new List<SyncPerson>();
int i=0;
foreach (CharacterAspect characterAspect in LevelManager.allTargetCharacters[chFac])
{
CharacterCommander charCommander = characterAspect.ch.GetModule<CharacterCommander>();
CharacterStatus charStatus = characterAspect.ch.GetModule<CharacterStatus>();
syncPerson.ID = i;
syncPerson.name = charStatus.name;
syncPerson.HP = charStatus.health;
syncPerson.pos = charStatus.gameObject.transform.position;
syncPerson.rot = charStatus.gameObject.transform.rotation;
buffer.Add(syncPerson);
i++;
}
return buffer;
}
public void setTargetCharPQH(List<SyncPerson> buffer, CharacterState.Faction chFac)
{
int i = 0;
foreach (CharacterAspect characterAspect in LevelManager.allTargetCharacters[chFac])
{
CharacterStatus charStatus = characterAspect.ch.GetModule<CharacterStatus>();
if (!charStatus.name.Equals(buffer[i].name))
{
Debug.LogError("Soldiers name not corresponsing(PQH)");
}
charStatus.name=buffer[i].name;
charStatus.health=buffer[i].HP;
charStatus.gameObject.transform.position=buffer[i].pos;
charStatus.gameObject.transform.rotation=buffer[i].rot;
i++;
}
}
public void killTargetChar(Character target, CharacterState.Faction chFac)
{
foreach (CharacterAspect characterAspect in LevelManager.allTargetCharacters[chFac])
{
CharacterStatus charStatus = characterAspect.ch.GetModule<CharacterStatus>();
if (!charStatus.name.Equals(target.name))continue;
target.GetModule<CharacterStatus>().health = 0;
}
}
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.isWriting)
{
// We own this player: send the others our data
stream.SendNext(MultiplayerBufferZone.playerReady);
stream.SendNext(getTargetCharPQH(CharacterState.Faction.Player));
stream.SendNext(getTargetCharPQH(CharacterState.Faction.Enemy));
}
else
{
// Network player, receive data
MultiplayerBufferZone.opponentReady = (bool)stream.ReceiveNext();
setTargetCharPQH((List<SyncPerson>)stream.ReceiveNext(),CharacterState.Faction.Player);
setTargetCharPQH((List<SyncPerson>)stream.ReceiveNext(), CharacterState.Faction.Enemy);
}
}
private byte[] Serialize(List<Person> obj)
{
if (obj == null)
return null;
BinaryFormatter bf = new BinaryFormatter();
System.IO.MemoryStream ms = new MemoryStream();
bf.Serialize(ms, obj);
return ms.ToArray();
}
// Convert a byte array to an Object
private List<Person> Deserialize(byte[] arrBytes)
{
MemoryStream memStream = new MemoryStream();
BinaryFormatter binForm = new BinaryFormatter();
memStream.Write(arrBytes, 0, arrBytes.Length);
memStream.Seek(0, SeekOrigin.Begin);
List<Person> obj = (List<Person>)binForm.Deserialize(memStream);
return obj;
}
}
[System.Serializable]
public class Person
{
public Person()
{
this.name = string.Empty;
this.ID = new int();
this.HP = new float();
//this.commands = new List<Command>();
}
public string name { get; set; }
public int ID { get; set; }
public float HP { get; set; }
//public List<Command> commands { get; set; }
}
[System.Serializable]
public class SyncPerson
{
public SyncPerson()
{
this.ID = new int();
this.name = string.Empty;
this.HP = new float();
this.pos = new Vector3();
this.rot = new Quaternion();
}
public string name { get; set; }
public int ID { get; set; }
public float HP { get; set; }
public Vector3 pos { get; set; }
public Quaternion rot { get; set; }
}