服务器重构玩家位置管理,使其可以一对多手柄位联机,以及切换位置等协议
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@ -34,20 +34,17 @@ namespace AxibugEmuOnline.Server.Manager
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public class UserRoomState
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{
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public int RoomID { get; private set; }
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public int PlayerIdx { get; private set; }
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public UserRoomState()
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{
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ClearRoomData();
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}
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public void SetRoomData(int roomID, int playerIdx)
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public void SetRoomData(int roomID)
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{
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RoomID = roomID;
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PlayerIdx = playerIdx;
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}
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public void ClearRoomData()
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{
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RoomID = -1;
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PlayerIdx = -1;
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}
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}
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@ -3,6 +3,8 @@ using AxibugEmuOnline.Server.Manager;
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using AxibugEmuOnline.Server.NetWork;
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using AxibugProtobuf;
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using MySql.Data.MySqlClient;
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using Org.BouncyCastle.Crypto.Parameters;
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using System.Data;
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using System.Net.Sockets;
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using System.Runtime.InteropServices;
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using System.Security.Policy;
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@ -25,6 +27,7 @@ namespace AxibugEmuOnline.Server
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomCreate, OnCmdRoomCreate);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomJoin, OnCmdRoomJoin);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomLeave, OnCmdRoomLeave);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomChangePlayerWithJoy, OnCmdRoomChangePlayerWithJoy);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomHostPlayerUpdateStateRaw, OnHostPlayerUpdateStateRaw);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomPlayerReady, OnRoomPlayerReady);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomSingelPlayerInput, OnSingelPlayerInput);
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@ -148,23 +151,21 @@ namespace AxibugEmuOnline.Server
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HostPlayerUID = room.HostUID,
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GameState = room.GameState,
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ObsUserCount = 0,//TODO
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Player1UID = room.Player1_UID,
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Player2UID = room.Player2_UID,
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Player3UID = room.Player3_UID,
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Player4UID = room.Player4_UID,
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};
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if (result.Player1UID >= 0 && AppSrv.g_ClientMgr.GetClientByUID(result.Player1UID, out ClientInfo _c1))
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result.Player1NickName = _c1.NickName;
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if (result.Player2UID >= 0 && AppSrv.g_ClientMgr.GetClientByUID(result.Player2UID, out ClientInfo _c2))
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result.Player2NickName = _c2.NickName;
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if (result.Player3UID >= 0 && AppSrv.g_ClientMgr.GetClientByUID(result.Player1UID, out ClientInfo _c3))
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result.Player3NickName = _c3.NickName;
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if (result.Player4UID >= 0 && AppSrv.g_ClientMgr.GetClientByUID(result.Player2UID, out ClientInfo _c4))
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result.Player4NickName = _c4.NickName;
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for (byte i = 0; i < room.PlayerSlot.Count(); i++)
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{
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Protobuf_Room_GamePlaySlot pbSlot = new Protobuf_Room_GamePlaySlot();
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Data_RoomSlot slot = room.PlayerSlot[i];
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if (slot.UID > 0)
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{
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pbSlot.PlayerUID = slot.UID;
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pbSlot.PlayerLocalJoyIdx = (int)slot.LocalJoyIdx;
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if (AppSrv.g_ClientMgr.GetClientByUID(pbSlot.PlayerUID, out ClientInfo _client))
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pbSlot.PlayerNickName = _client.NickName;
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}
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result.GamePlaySlotList.Add(pbSlot);
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}
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return result;
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}
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@ -234,7 +235,7 @@ namespace AxibugEmuOnline.Server
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AddRoom(newRoom);
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ErrorCode joinErrcode = ErrorCode.ErrorOk;
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//加入
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if (newRoom.Join(msg.JoinPlayerIdx, _c, out joinErrcode, out bool bHadRoomStateChange))
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if (newRoom.Join((uint)msg.PlayerSlotIdx, (uint)msg.PlayerLocalJoyIdx, _c, out joinErrcode, out bool bHadRoomStateChange))
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{
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//创建成功下行
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resp.RoomMiniInfo = GetProtoDataRoom(newRoom);
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@ -254,7 +255,7 @@ namespace AxibugEmuOnline.Server
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AppSrv.g_Log.DebugCmd($"OnCmdRoomJoin");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Room_Join msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Join>(reqData);
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Protobuf_Room_Create_RESP resp = new Protobuf_Room_Create_RESP();
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Protobuf_Room_Join_RESP resp = new Protobuf_Room_Join_RESP();
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ErrorCode joinErrcode;
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Data_RoomData room = GetRoomData(msg.RoomID);
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bool bHadRoomStateChange = false;
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@ -268,7 +269,7 @@ namespace AxibugEmuOnline.Server
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lock (room)
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{
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//加入
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if (room.Join(msg.PlayerNum, _c, out joinErrcode, out bHadRoomStateChange))
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if (room.Join((uint)msg.PlayerSlotIdx, (uint)msg.PlayerLocalJoyIdx, _c, out joinErrcode, out bHadRoomStateChange))
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{
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Data_RoomData roomData = GetRoomData(msg.RoomID);
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resp.RoomMiniInfo = GetProtoDataRoom(roomData);
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@ -316,7 +317,6 @@ namespace AxibugEmuOnline.Server
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//if (room.GetPlayerCount() < 1)
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// RemoveRoom(room.RoomID);
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}
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public void LeaveRoom(ClientInfo _c, int RoomID)
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{
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AppSrv.g_Log.Debug($"LeaveRoom");
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@ -354,6 +354,40 @@ namespace AxibugEmuOnline.Server
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RoomLog(_c.UID, 1, room.RoomID, room.GameRomID, RoomLogType.Leave);
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}
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public void OnCmdRoomChangePlayerWithJoy(Socket sk, byte[] reqData)
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{
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AppSrv.g_Log.DebugCmd($"OnCmdRoomChangePlayerjoySlot");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Room_Change_PlaySlotWithJoy msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Change_PlaySlotWithJoy>(reqData);
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Protobuf_Room_Change_PlaySlotWithJoy_RESP resp = new Protobuf_Room_Change_PlaySlotWithJoy_RESP();
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ErrorCode errcode = ErrorCode.ErrorOk;
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Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
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if (room == null)
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errcode = ErrorCode.ErrorRoomNotFound;
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if (errcode == ErrorCode.ErrorOk)
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{
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Dictionary<uint, uint> newSlotIdx2JoyIdx = new Dictionary<uint, uint>();
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foreach (var slotinfo in msg.SlotWithJoy)
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{
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//如果有任意一个槽位有人
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if (room.GetPlayerUIDByIdx((uint)slotinfo.PlayerSlotIdx, out long UID))
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{
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//且人不是自己,则不允许换位
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if(UID != _c.UID)
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errcode = ErrorCode.ErrorRoomSlotAlreadlyHadPlayer; break;
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}
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newSlotIdx2JoyIdx[(uint)slotinfo.PlayerSlotIdx] = (uint)slotinfo.PlayerLocalJoyIdx;
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}
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room.SetPlayerSlotData(_c,ref newSlotIdx2JoyIdx);
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}
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomMyRoomStateChanged, (int)errcode, ProtoBufHelper.Serizlize(resp));
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}
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public void OnHostPlayerUpdateStateRaw(Socket sk, byte[] reqData)
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{
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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@ -388,8 +422,8 @@ namespace AxibugEmuOnline.Server
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return;
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lock (room)
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{
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AppSrv.g_Log.Debug($"SetRePlayerReady RoomID->{room.RoomID},UID->{_c.UID}, PlayerIdx->{_c.RoomState.PlayerIdx}");
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room.SetRePlayerReady(_c.RoomState.PlayerIdx, out errcode, out bool bHadRoomStateChange);
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AppSrv.g_Log.Debug($"SetRePlayerReady RoomID->{room.RoomID},UID->{_c.UID}");
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room.SetRePlayerReady(_c.UID, out errcode, out bool bHadRoomStateChange);
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if (bHadRoomStateChange)
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{
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SendRoomStepChange(room);
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@ -422,7 +456,7 @@ namespace AxibugEmuOnline.Server
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// room.SynInputData();
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//推帧过程中,最后一帧才写入操作
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room.SetPlayerInput(_c.RoomState.PlayerIdx, msg.FrameID, temp);
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room.SetPlayerInput(_c.UID, msg.FrameID, temp);
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}
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//推帧
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room.TakeFrame();
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@ -431,7 +465,7 @@ namespace AxibugEmuOnline.Server
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else//不需要推帧
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{
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//虽然不推帧,但是存入Input
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room.SetPlayerInput(_c.RoomState.PlayerIdx, msg.FrameID, temp);
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room.SetPlayerInput(_c.UID, msg.FrameID, temp);
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}
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if (room.LastTestRecv != room.mCurrInputData.all)
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@ -550,13 +584,14 @@ namespace AxibugEmuOnline.Server
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public string RomHash { get; private set; }
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public long HostUID { get; private set; }
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public long ScreenProviderUID { get; private set; }
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public long Player1_UID { get; private set; }
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public long Player2_UID { get; private set; }
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public long Player3_UID { get; private set; }
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public long Player4_UID { get; private set; }
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public Data_RoomSlot[] PlayerSlot;
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public long Player1_UID => PlayerSlot[0].UID;
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public long Player2_UID => PlayerSlot[1].UID;
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public long Player3_UID => PlayerSlot[2].UID;
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public long Player4_UID => PlayerSlot[3].UID;
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public Google.Protobuf.ByteString? NextStateRaw { get; private set; }
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public Google.Protobuf.ByteString? ScreenRaw { get; private set; }
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public bool[] PlayerReadyState { get; private set; }
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//public bool[] PlayerReadyState { get; private set; }
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public List<long> SynUIDs;
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//public RoomPlayerState PlayerState => getPlayerState();
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private RoomGameState mGameState;
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@ -580,7 +615,7 @@ namespace AxibugEmuOnline.Server
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NextStateRaw = null;
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break;
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case RoomGameState.WaitReady:
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Array.Fill<bool>(PlayerReadyState, false);
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ClearAllSlotReadyState();//清理玩家所有准备状态
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break;
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}
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}
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@ -590,23 +625,6 @@ namespace AxibugEmuOnline.Server
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/// 服务器提前帧数
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/// </summary>
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public uint SrvForwardFrames { get; set; }
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bool IsAllReady()
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{
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bool Ready = true;
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if (
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(Player1_UID > 0 && !PlayerReadyState[0])
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(Player2_UID > 0 && !PlayerReadyState[1])
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(Player3_UID > 0 && !PlayerReadyState[2])
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(Player4_UID > 0 && !PlayerReadyState[3])
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)
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{
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Ready = false;
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}
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return Ready;
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}
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public void Init(int roomID, int gameRomID, string roomHash, long hostUId, bool bloadState = false)
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{
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RoomID = roomID;
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@ -614,54 +632,193 @@ namespace AxibugEmuOnline.Server
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RomHash = roomHash;
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HostUID = hostUId;
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ScreenProviderUID = hostUId;
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Player1_UID = -1;
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Player2_UID = -1;
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Player3_UID = -1;
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Player4_UID = -1;
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PlayerReadyState = new bool[4];
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if (PlayerSlot == null)
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PlayerSlot = new Data_RoomSlot[4];
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for (uint i = 0; i < PlayerSlot.Length; i++)
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PlayerSlot[i].Init(i);
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//PlayerReadyState = new bool[4];
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SynUIDs = new List<long>();//广播角色列表
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GameState = RoomGameState.NoneGameState;
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mCurrInputData = new ServerInputSnapShot();
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mInputQueue = new Queue<(uint, ServerInputSnapShot)>();
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mDictPlayerIdx2SendQueue = new Dictionary<int, Queue<byte[]>>();
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}
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public void SetPlayerUID(int PlayerIdx, ClientInfo _c)
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public Dictionary<uint, uint> GetSlotDataByUID(long uid)
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{
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long oldUID = -1;
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switch (PlayerIdx)
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{
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case 0: oldUID = Player1_UID; Player1_UID = _c.UID; break;
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case 1: oldUID = Player2_UID; Player2_UID = _c.UID; break;
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case 2: oldUID = Player3_UID; Player3_UID = _c.UID; break;
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case 3: oldUID = Player4_UID; Player4_UID = _c.UID; break;
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Dictionary<uint, uint> slotIdx2JoyIdx = new Dictionary<uint, uint>();
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var dataarr = PlayerSlot.Where(w => w.UID == uid).ToArray();
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foreach (var slot in dataarr)
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slotIdx2JoyIdx[slot.SlotIdx] = slot.LocalJoyIdx;
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return slotIdx2JoyIdx;
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}
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if (oldUID >= 0)
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SynUIDs.Remove(oldUID);
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SynUIDs.Add(_c.UID);
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AppSrv.g_Log.Debug($"SetPlayerUID RoomID->{RoomID} _c.UID->{_c.UID} PlayerIdx->{PlayerIdx}");
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_c.RoomState.SetRoomData(this.RoomID, PlayerIdx);
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/// <summary>
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/// 按照SlotIdx设置Input
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/// </summary>
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/// <param name="slotIdx"></param>
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void SetInputDataBySlotIdx(uint slotIdx, byte val)
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{
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switch (slotIdx)
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{
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case 0: mCurrInputData.p1_byte = val; break;
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case 1: mCurrInputData.p2_byte = val; break;
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case 2: mCurrInputData.p3_byte = val; break;
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case 4: mCurrInputData.p3_byte = val; break;
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}
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}
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/// <summary>
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/// 按照UID清理SlotData
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/// </summary>
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/// <param name="uid"></param>
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void ClearSlotDataByUid(long uid)
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{
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var dataarr = PlayerSlot.Where(w => w.UID == uid).ToArray();
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foreach (var slot in dataarr)
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{
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dataarr[slot.SlotIdx].Init(slot.SlotIdx);
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ClearInputDataBySlotIdx(slot.SlotIdx);
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}
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}
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/// <summary>
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/// 按照SlotIdx清理SlotData
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/// </summary>
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/// <param name="slotIdx"></param>
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void ClearSlotDataBySlotIdx(uint slotIdx)
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{
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PlayerSlot[slotIdx].Init(slotIdx);
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ClearInputDataBySlotIdx(slotIdx);
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}
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/// <summary>
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/// 按照SlotIdx清理Input
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/// </summary>
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/// <param name="slotIdx"></param>
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void ClearInputDataBySlotIdx(uint slotIdx)
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{
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switch (slotIdx)
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{
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case 0: mCurrInputData.p1_byte = 0; break;
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case 1: mCurrInputData.p2_byte = 0; break;
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case 2: mCurrInputData.p3_byte = 0; break;
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case 4: mCurrInputData.p3_byte = 0; break;
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}
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}
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/// <summary>
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/// 更新同步名单
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/// </summary>
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void UpdateSynUIDs()
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{
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for (int i = SynUIDs.Count - 1; i >= 0; i--)
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{
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long uid = SynUIDs[i];
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bool bHad = false;
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if (Player1_UID == uid) bHad = true;
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else if (Player2_UID == uid) bHad = true;
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else if (Player3_UID == uid) bHad = true;
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else if (Player4_UID == uid) bHad = true;
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if (bHad)
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SynUIDs.RemoveAt(i);
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}
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if (!SynUIDs.Contains(Player1_UID)) SynUIDs.Add(Player1_UID);
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if (!SynUIDs.Contains(Player2_UID)) SynUIDs.Add(Player2_UID);
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if (!SynUIDs.Contains(Player3_UID)) SynUIDs.Add(Player3_UID);
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if (!SynUIDs.Contains(Player4_UID)) SynUIDs.Add(Player4_UID);
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}
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#region 准备状态管理
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bool IsAllReady()
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{
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bool Ready = true;
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if (
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(Player1_UID > 0 && !PlayerSlot[0].Ready)
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(Player2_UID > 0 && !PlayerSlot[1].Ready)
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(Player3_UID > 0 && !PlayerSlot[2].Ready)
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(Player4_UID > 0 && !PlayerSlot[3].Ready)
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)
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{
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Ready = false;
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}
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return Ready;
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}
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/// <summary>
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/// 清除所有槽位准备状态
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/// </summary>
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void ClearAllSlotReadyState()
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{
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for (var i = 0; i < PlayerSlot.Length; i++)
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{
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PlayerSlot[i].Ready = false;
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}
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}
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/// <summary>
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/// 按照UID设置Ready信息
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/// </summary>
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/// <param name="uid"></param>
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void SetReadyByUid(long uid)
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{
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for (var i = 0; i < PlayerSlot.Length; i++)
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{
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if (PlayerSlot[i].UID == uid)
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PlayerSlot[i].Ready = true;
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}
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}
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#endregion
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public void SetPlayerSlotData(ClientInfo _c, ref readonly Dictionary<uint, uint> newSlotIdx2JoyIdx)
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{
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Dictionary<uint, uint> oldSlotIdx2JoyIdx = GetSlotDataByUID(_c.UID);
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HashSet<uint> diffSlotIdxs = new HashSet<uint>();
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foreach (var old in oldSlotIdx2JoyIdx)
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{
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uint old_slotIdx = old.Key;
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//如果旧位置已经不存在于新位置,则需要算作diff
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if (!newSlotIdx2JoyIdx.ContainsKey(old_slotIdx))
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{
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diffSlotIdxs.Add(old_slotIdx); continue;
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}
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uint old_slotjoyIdx = old.Value;
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//如果旧位置不变,但客户端本地JoyIdx变化则算作diff
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if (old_slotjoyIdx != newSlotIdx2JoyIdx[old_slotIdx])
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{
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diffSlotIdxs.Add(old_slotIdx); continue;
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}
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}
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//如果是在旧数据中不存在的位置,则算作diff
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foreach (var newdata in newSlotIdx2JoyIdx)
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{
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uint new_slotIdx = newdata.Key;
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if (!oldSlotIdx2JoyIdx.ContainsKey(new_slotIdx))
|
||||
{
|
||||
diffSlotIdxs.Add(new_slotIdx); continue;
|
||||
}
|
||||
}
|
||||
//必要的diff slot 清理键值数据
|
||||
foreach (var diffSlotIdx in diffSlotIdxs)
|
||||
{
|
||||
ClearSlotDataBySlotIdx(diffSlotIdx);
|
||||
}
|
||||
//设置新的槽位
|
||||
foreach (var slotdata in newSlotIdx2JoyIdx)
|
||||
{
|
||||
PlayerSlot[slotdata.Key].LocalJoyIdx = slotdata.Value;
|
||||
AppSrv.g_Log.Debug($"SetPlayerUID RoomID->{RoomID} _c.UID->{_c.UID} PlayerSlotIdx->{slotdata.Key} LocalJoyIdx->{slotdata.Value}");
|
||||
}
|
||||
//更新需要同步的UID
|
||||
UpdateSynUIDs();
|
||||
_c.RoomState.SetRoomData(this.RoomID);
|
||||
}
|
||||
public void RemovePlayer(ClientInfo _c)
|
||||
{
|
||||
int PlayerIdx = GetPlayerIdx(_c);
|
||||
switch (PlayerIdx)
|
||||
{
|
||||
case 0: Player1_UID = -1; SynUIDs.Remove(_c.UID); break;
|
||||
case 1: Player2_UID = -1; SynUIDs.Remove(_c.UID); break;
|
||||
case 2: Player3_UID = -1; SynUIDs.Remove(_c.UID); break;
|
||||
case 3: Player4_UID = -1; SynUIDs.Remove(_c.UID); break;
|
||||
}
|
||||
ClearSlotDataByUid(_c.UID);
|
||||
UpdateSynUIDs();
|
||||
_c.RoomState.ClearRoomData();
|
||||
}
|
||||
int GetPlayerIdx(ClientInfo _c)
|
||||
{
|
||||
if (Player1_UID == _c.UID) return 0;
|
||||
if (Player2_UID == _c.UID) return 1;
|
||||
if (Player3_UID == _c.UID) return 2;
|
||||
if (Player4_UID == _c.UID) return 3;
|
||||
return -1;
|
||||
}
|
||||
public bool GetPlayerUIDByIdx(int Idx, out long UID)
|
||||
public bool GetPlayerUIDByIdx(uint Idx, out long UID)
|
||||
{
|
||||
switch (Idx)
|
||||
{
|
||||
@ -673,7 +830,7 @@ namespace AxibugEmuOnline.Server
|
||||
}
|
||||
return UID > 0;
|
||||
}
|
||||
public bool GetPlayerClientByIdx(int Idx, out ClientInfo _c)
|
||||
public bool GetPlayerClientByIdx(uint Idx, out ClientInfo _c)
|
||||
{
|
||||
_c = null;
|
||||
if (!GetPlayerUIDByIdx(Idx, out long UID))
|
||||
@ -684,61 +841,50 @@ namespace AxibugEmuOnline.Server
|
||||
|
||||
return true;
|
||||
}
|
||||
public List<long> GetAllPlayerUIDs()
|
||||
{
|
||||
List<long> list = new List<long>();
|
||||
if (Player1_UID > 0) list.Add(Player1_UID);
|
||||
if (Player2_UID > 0) list.Add(Player2_UID);
|
||||
if (Player3_UID > 0) list.Add(Player3_UID);
|
||||
if (Player4_UID > 0) list.Add(Player4_UID);
|
||||
return list;
|
||||
}
|
||||
public List<ClientInfo> GetAllPlayerClientList()
|
||||
{
|
||||
List<ClientInfo> list = new List<ClientInfo>();
|
||||
|
||||
List<long> Uids = GetAllPlayerUIDs();
|
||||
|
||||
List<long> Uids = SynUIDs;
|
||||
foreach (long uid in Uids)
|
||||
{
|
||||
if (!AppSrv.g_ClientMgr.GetClientByUID(uid, out ClientInfo _c, true))
|
||||
continue;
|
||||
|
||||
list.Add(_c);
|
||||
}
|
||||
|
||||
return list;
|
||||
}
|
||||
public void SetPlayerInput(int PlayerIdx, long mFrameID, ServerInputSnapShot allinput)
|
||||
|
||||
void SetInputBySlotIdxJoyIdx(uint SlotIdx, uint LocalJoyIdx, ServerInputSnapShot clieninput)
|
||||
{
|
||||
switch (PlayerIdx)
|
||||
switch (LocalJoyIdx)
|
||||
{
|
||||
case 0: mCurrInputData.p1_byte = allinput.p1_byte; break;
|
||||
case 1: mCurrInputData.p2_byte = allinput.p1_byte; break;
|
||||
case 2: mCurrInputData.p3_byte = allinput.p1_byte; break;
|
||||
case 3: mCurrInputData.p4_byte = allinput.p1_byte; break;
|
||||
}
|
||||
}
|
||||
public void ClearPlayerInput(ClientInfo _c)
|
||||
{
|
||||
int PlayerIdx = GetPlayerIdx(_c);
|
||||
switch (PlayerIdx)
|
||||
{
|
||||
case 0: mCurrInputData.p1_byte = 0; break;
|
||||
case 1: mCurrInputData.p2_byte = 0; break;
|
||||
case 2: mCurrInputData.p3_byte = 0; break;
|
||||
case 3: mCurrInputData.p4_byte = 0; break;
|
||||
case 0: SetInputDataBySlotIdx(SlotIdx, clieninput.p1_byte); break;
|
||||
case 1: SetInputDataBySlotIdx(SlotIdx, clieninput.p2_byte); break;
|
||||
case 2: SetInputDataBySlotIdx(SlotIdx, clieninput.p3_byte); break;
|
||||
case 3: SetInputDataBySlotIdx(SlotIdx, clieninput.p4_byte); break;
|
||||
}
|
||||
}
|
||||
public int GetPlayerCount()
|
||||
{
|
||||
int count = 0;
|
||||
if (Player1_UID > 0) count++;
|
||||
if (Player2_UID > 0) count++;
|
||||
if (Player3_UID > 0) count++;
|
||||
if (Player4_UID > 0) count++;
|
||||
return count;
|
||||
return SynUIDs.Count;
|
||||
}
|
||||
public void UpdateRoomForwardNum()
|
||||
{
|
||||
List<ClientInfo> playerlist = GetAllPlayerClientList();
|
||||
double maxNetDelay = 0;
|
||||
for (int i = 0; i < playerlist.Count; i++)
|
||||
{
|
||||
ClientInfo player = playerlist[i];
|
||||
maxNetDelay = Math.Max(maxNetDelay, player.AveNetDelay);
|
||||
}
|
||||
float MustTaskFrame = 1;
|
||||
SrvForwardFrames = (uint)((maxNetDelay / 0.016f) + MustTaskFrame);
|
||||
if (SrvForwardFrames < 2)
|
||||
SrvForwardFrames = 2;
|
||||
//AppSrv.g_Log.Debug($"服务器提前跑帧数:Max(2,({maxNetDelay} / {0.016f}) + {MustTaskFrame}) = {SrvForwardFrames}");
|
||||
}
|
||||
|
||||
#region 帧相关
|
||||
void StartNewTick()
|
||||
{
|
||||
mInputQueue.Clear();
|
||||
@ -756,23 +902,6 @@ namespace AxibugEmuOnline.Server
|
||||
TakeFrame();
|
||||
AppSrv.g_Log.Info($"房间初始提前量=>{StartForwardFrames},当前延迟提前量=>{SrvForwardFrames}");
|
||||
}
|
||||
|
||||
public void UpdateRoomForwardNum()
|
||||
{
|
||||
List<ClientInfo> playerlist = GetAllPlayerClientList();
|
||||
double maxNetDelay = 0;
|
||||
for (int i = 0; i < playerlist.Count; i++)
|
||||
{
|
||||
ClientInfo player = playerlist[i];
|
||||
maxNetDelay = Math.Max(maxNetDelay, player.AveNetDelay);
|
||||
}
|
||||
float MustTaskFrame = 1;
|
||||
SrvForwardFrames = (uint)((maxNetDelay / 0.016f) + MustTaskFrame);
|
||||
if (SrvForwardFrames < 2)
|
||||
SrvForwardFrames = 2;
|
||||
//AppSrv.g_Log.Debug($"服务器提前跑帧数:Max(2,({maxNetDelay} / {0.016f}) + {MustTaskFrame}) = {SrvForwardFrames}");
|
||||
}
|
||||
|
||||
public void TakeFrame()
|
||||
{
|
||||
lock (synInputLock)
|
||||
@ -785,6 +914,7 @@ namespace AxibugEmuOnline.Server
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
ulong LastTestSend = 0;
|
||||
internal ulong LastTestRecv;
|
||||
@ -850,62 +980,6 @@ namespace AxibugEmuOnline.Server
|
||||
}
|
||||
}
|
||||
|
||||
#region 房间进出
|
||||
/// <summary>
|
||||
/// 进入房间
|
||||
/// </summary>
|
||||
/// <param name="RoomID"></param>
|
||||
/// <param name="PlayerNum"></param>
|
||||
/// <param name="_c"></param>
|
||||
/// <param name="errcode"></param>
|
||||
/// <returns></returns>
|
||||
public bool Join(int PlayerNum, ClientInfo _c, out ErrorCode errcode, out bool bHadRoomStateChange)
|
||||
{
|
||||
bHadRoomStateChange = false;
|
||||
int oldPlayerCount = GetPlayerCount();
|
||||
if (GetPlayerUIDByIdx(PlayerNum, out long hadUID))
|
||||
{
|
||||
errcode = ErrorCode.ErrorRoomSlotAlreadlyHadPlayer;
|
||||
return false;
|
||||
}
|
||||
AppSrv.g_Log.Debug($"Join _c.UID->{_c.UID} RoomID->{RoomID}");
|
||||
SetPlayerUID(PlayerNum, _c);
|
||||
int newPlayerCount = GetPlayerCount();
|
||||
errcode = ErrorCode.ErrorOk;
|
||||
|
||||
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 离开房间
|
||||
/// </summary>
|
||||
/// <param name="RoomID"></param>
|
||||
/// <param name="_c"></param>
|
||||
/// <param name="errcode"></param>
|
||||
/// <returns></returns>
|
||||
public bool Leave(ClientInfo _c, out ErrorCode errcode, out bool bHadRoomStateChange)
|
||||
{
|
||||
int oldPlayerCount = GetPlayerCount();
|
||||
RemovePlayer(_c);
|
||||
ClearPlayerInput(_c);
|
||||
int newPlayerCount = GetPlayerCount();
|
||||
errcode = ErrorCode.ErrorOk;
|
||||
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
|
||||
return true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
public bool SetRePlayerReady(int PlayerIdx, out ErrorCode errcode, out bool bHadRoomStateChange)
|
||||
{
|
||||
int oldPlayerCount = GetPlayerCount();
|
||||
PlayerReadyState[PlayerIdx] = true;
|
||||
int newPlayerCount = GetPlayerCount();
|
||||
errcode = ErrorCode.ErrorOk;
|
||||
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CheckRoomStateChange(int oldPlayerCount, int newPlayerCount)
|
||||
{
|
||||
bool bChanged = false;
|
||||
@ -980,6 +1054,73 @@ namespace AxibugEmuOnline.Server
|
||||
return bChanged;
|
||||
}
|
||||
|
||||
|
||||
#region 对外开放函数
|
||||
|
||||
#region 房间进出
|
||||
/// <summary>
|
||||
/// 进入房间
|
||||
/// </summary>
|
||||
/// <param name="RoomID"></param>
|
||||
/// <param name="PlayerNum"></param>
|
||||
/// <param name="_c"></param>
|
||||
/// <param name="errcode"></param>
|
||||
/// <returns></returns>
|
||||
public bool Join(uint slotIdx, uint joyIdx, ClientInfo _c, out ErrorCode errcode, out bool bHadRoomStateChange)
|
||||
{
|
||||
bHadRoomStateChange = false;
|
||||
int oldPlayerCount = GetPlayerCount();
|
||||
if (GetPlayerUIDByIdx(slotIdx, out long hadUID))
|
||||
{
|
||||
errcode = ErrorCode.ErrorRoomSlotAlreadlyHadPlayer;
|
||||
return false;
|
||||
}
|
||||
AppSrv.g_Log.Debug($"Join _c.UID->{_c.UID} RoomID->{RoomID}");
|
||||
Dictionary<uint, uint> slotInfo = new Dictionary<uint, uint>();
|
||||
slotInfo[slotIdx] = joyIdx;
|
||||
SetPlayerSlotData(_c, ref slotInfo);
|
||||
int newPlayerCount = GetPlayerCount();
|
||||
errcode = ErrorCode.ErrorOk;
|
||||
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 离开房间
|
||||
/// </summary>
|
||||
/// <param name="RoomID"></param>
|
||||
/// <param name="_c"></param>
|
||||
/// <param name="errcode"></param>
|
||||
/// <returns></returns>
|
||||
public bool Leave(ClientInfo _c, out ErrorCode errcode, out bool bHadRoomStateChange)
|
||||
{
|
||||
int oldPlayerCount = GetPlayerCount();
|
||||
RemovePlayer(_c);
|
||||
int newPlayerCount = GetPlayerCount();
|
||||
errcode = ErrorCode.ErrorOk;
|
||||
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
|
||||
return true;
|
||||
}
|
||||
#endregion
|
||||
public void SetPlayerInput(long UID, uint LocalJoyIdx, ServerInputSnapShot clieninput)
|
||||
{
|
||||
for (uint i = 0; i < PlayerSlot.Count(); i++)
|
||||
{
|
||||
Data_RoomSlot slotData = PlayerSlot[i];
|
||||
if (slotData.UID != UID)
|
||||
continue;
|
||||
SetInputBySlotIdxJoyIdx(slotData.SlotIdx, slotData.LocalJoyIdx, clieninput);
|
||||
}
|
||||
}
|
||||
public bool SetRePlayerReady(long UID, out ErrorCode errcode, out bool bHadRoomStateChange)
|
||||
{
|
||||
int oldPlayerCount = GetPlayerCount();
|
||||
SetReadyByUid(UID);
|
||||
int newPlayerCount = GetPlayerCount();
|
||||
errcode = ErrorCode.ErrorOk;
|
||||
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
|
||||
return true;
|
||||
}
|
||||
public void SetLoadRaw(Google.Protobuf.ByteString NextStateRaw, out bool bHadRoomStateChange)
|
||||
{
|
||||
int oldPlayerCount = GetPlayerCount();
|
||||
@ -988,12 +1129,10 @@ namespace AxibugEmuOnline.Server
|
||||
int newPlayerCount = GetPlayerCount();
|
||||
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
|
||||
}
|
||||
|
||||
public void InputScreenData(Google.Protobuf.ByteString screenRaw)
|
||||
{
|
||||
this.ScreenRaw = NextStateRaw;
|
||||
}
|
||||
|
||||
public bool GetNeedForwardTick(uint clientFrame, out long forwaFrame)
|
||||
{
|
||||
forwaFrame = 0;
|
||||
@ -1003,6 +1142,22 @@ namespace AxibugEmuOnline.Server
|
||||
forwaFrame = targetFrame - mCurrServerFrameId;
|
||||
return forwaFrame > 0;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
public class Data_RoomSlot
|
||||
{
|
||||
public uint SlotIdx { get; set; }
|
||||
public long UID { get; set; }
|
||||
public uint LocalJoyIdx { get; set; }
|
||||
public bool Ready = false;
|
||||
public void Init(uint SlotIdx)
|
||||
{
|
||||
this.SlotIdx = SlotIdx;
|
||||
UID = -1;
|
||||
LocalJoyIdx = 0;
|
||||
Ready = false;
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Explicit, Size = 8)]
|
||||
|
@ -38,14 +38,16 @@ namespace AxibugEmuOnline.Server
|
||||
AppSrv.g_Log.Info($"input p3:{room.mCurrInputData.p3_byte}");
|
||||
AppSrv.g_Log.Info($"input p4:{room.mCurrInputData.p4_byte}");
|
||||
AppSrv.g_Log.Info($"GetPlayerCount:{room.GetPlayerCount()}");
|
||||
for (int i = 0; i < 4; i++)
|
||||
for (int i = 0; i < room.PlayerSlot.Length; i++)
|
||||
{
|
||||
AppSrv.g_Log.Info($" P{i}:");
|
||||
if (room.GetPlayerClientByIdx(i, out ClientInfo _c))
|
||||
|
||||
if (AppSrv.g_ClientMgr.GetClientByUID(room.PlayerSlot[i].UID, out ClientInfo _c))
|
||||
{
|
||||
AppSrv.g_Log.Info($" UID->{_c.UID}");
|
||||
AppSrv.g_Log.Info($" UID->{room.PlayerSlot[i].UID}");
|
||||
AppSrv.g_Log.Info($" NickName->{_c.NickName}");
|
||||
AppSrv.g_Log.Info($" AveNetDelay->{_c.AveNetDelay}");
|
||||
AppSrv.g_Log.Info($" LocalJoyIdx->{room.PlayerSlot[i].LocalJoyIdx}");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -33,6 +33,7 @@ enum CommandID
|
||||
CMD_Room_Join = 5105; //房间加入 对应 Protobuf_Room_Join | Protobuf_Room_Join_RESP //建议Join之前按照房间信息,提前下载并读取本地Rom
|
||||
CMD_Room_Leave = 5106; //房间离开 对应 Protobuf_Room_Leave | Protobuf_Room_Leave_RESP
|
||||
CMD_Room_MyRoom_State_Changed = 5110; //我所在的房间内状态发生变化 对应 Protobuf_Room_MyRoom_State_Change
|
||||
CMD_Room_ChangePlayerWithJoy = 5130; //更换操作槽位 对应 Protobuf_Room_Change_PlaySlotWithJoy | Protobuf_Room_Change_PlaySlotWithJoy_RESP
|
||||
|
||||
//准备和开始流程(5201 ~ 5204 ~ 5208)
|
||||
//
|
||||
@ -257,15 +258,15 @@ message Protobuf_Room_MiniInfo
|
||||
int64 HostPlayerUID = 4;//主机玩家ID
|
||||
RoomGameState GameState = 5;//游戏状态
|
||||
int32 ObsUserCount = 6;//观战用户数量
|
||||
int64 Player1_UID = 7;//玩家1 UID
|
||||
string Player1_NickName = 8;//玩家1 昵称
|
||||
int64 Player2_UID = 9;//玩家2 UID
|
||||
string Player2_NickName = 10;//玩家2 昵称
|
||||
int64 Player3_UID = 11;//玩家3 UID
|
||||
string Player3_NickName = 12;//玩家3 昵称
|
||||
int64 Player4_UID = 13;//玩家4 UID
|
||||
string Player4_NickName = 14;//玩家4 昵称
|
||||
int64 ScreenProviderUID = 15;//屏幕数据供应者
|
||||
int64 ScreenProviderUID = 7;//屏幕数据供应者
|
||||
repeated Protobuf_Room_GamePlaySlot GamePlaySlotList = 8;//游玩槽位信息P1~P4 固定4个
|
||||
}
|
||||
|
||||
message Protobuf_Room_GamePlaySlot
|
||||
{
|
||||
int64 Player_UID = 1;//玩家 UID
|
||||
string Player_NickName = 2;//玩家 昵称
|
||||
int32 PlayerLocalJoyIdx = 3;//客户端JoyIdx
|
||||
}
|
||||
|
||||
message Protobuf_Room_Update_RESP
|
||||
@ -299,7 +300,8 @@ message Protobuf_Room_Create
|
||||
{
|
||||
int32 GameRomID = 1;
|
||||
string GameRomHash = 2;
|
||||
int32 JoinPlayerIdx = 3;//P1~P4[0~3] 以几号位玩家创建房间
|
||||
int32 PlayerSlotIdx = 3;//创建时的P1~P4编号
|
||||
int32 PlayerLocalJoyIdx = 4;//创建时的客户端Joy编号
|
||||
}
|
||||
|
||||
message Protobuf_Room_Create_RESP
|
||||
@ -310,7 +312,8 @@ message Protobuf_Room_Create_RESP
|
||||
message Protobuf_Room_Join
|
||||
{
|
||||
int32 RoomID = 1;//房间ID
|
||||
int32 PlayerNum = 2;//玩家编号 [0]1号玩家 [1]2号玩家
|
||||
int32 PlayerSlotIdx = 2;//P1~P4编号
|
||||
int32 PlayerLocalJoyIdx = 3;//客户端Joy编号
|
||||
}
|
||||
|
||||
message Protobuf_Room_Join_RESP
|
||||
@ -333,6 +336,21 @@ message Protobuf_Room_MyRoom_State_Change
|
||||
Protobuf_Room_MiniInfo RoomMiniInfo = 1;//更新房间信息
|
||||
}
|
||||
|
||||
message Protobuf_Room_Change_PlaySlotWithJoy
|
||||
{
|
||||
repeated Protobuf_PlaySlotIdxWithJoyIdx SlotWithJoy = 1;//P1~P4编号
|
||||
}
|
||||
|
||||
message Protobuf_PlaySlotIdxWithJoyIdx
|
||||
{
|
||||
int32 PlayerSlotIdx = 1;//P1~P4编号
|
||||
int32 PlayerLocalJoyIdx = 2;//客户端Joy编号
|
||||
}
|
||||
|
||||
message Protobuf_Room_Change_PlaySlotWithJoy_RESP
|
||||
{
|
||||
}
|
||||
|
||||
message Protobuf_Room_WaitStep_RESP
|
||||
{
|
||||
int32 WaitStep = 1;//状态 [0]等待主机上报即时存档 [1]要求客户端准备 [2]开始(收到本状态时,立即开始跑模拟器核心)
|
||||
@ -352,6 +370,10 @@ message Protobuf_Room_HostPlayer_UpdateStateRaw_RESP
|
||||
|
||||
message Protobuf_Room_Player_Ready
|
||||
{
|
||||
float PushFrameNeedTimeUs = 1;//push帧所需平均时间(微秒)
|
||||
float LoadStateNeedTimeUs = 2;//加载即时存档所需平均时间(微秒)
|
||||
float VideoFrameShowNeedTimeUs = 3;//视频一帧所需时间(微秒)
|
||||
float AudioFramePlayNeedTimeUs = 4;//音频处理一帧所需时间(微秒)
|
||||
}
|
||||
|
||||
message Protobuf_Room_Get_Screen
|
||||
|
Loading…
Reference in New Issue
Block a user