Test de communication de paquets entre un client et un serveur
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ServerHandle.cs 1.2KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class ServerHandle
  5. {
  6. public static void WelcomeReceived(int _fromClient, Packet _packet)
  7. {
  8. int _clientIdCheck = _packet.ReadInt();
  9. string _username = _packet.ReadString();
  10. Debug.Log($"{Server.clients[_fromClient].tcp.socket.Client.RemoteEndPoint} connected successfully and is now player {_fromClient}.");
  11. if (_clientIdCheck != _fromClient)
  12. {
  13. Debug.Log($"Player \"{_username}\" (ID: {_fromClient}) has assumed the wrong client ID ({_clientIdCheck})!");
  14. }
  15. Server.clients[_fromClient].SendIntoGame(_username);
  16. }
  17. public static void PlayerMovement(int _fromClient, Packet _packet)
  18. {
  19. bool[] _inputs = new bool[_packet.ReadInt()];
  20. for (int i = 0; i < _inputs.Length; i++)
  21. {
  22. _inputs[i] = _packet.ReadBool();
  23. }
  24. Quaternion _rotation = _packet.ReadQuaternion();
  25. Server.clients[_fromClient].player.SetInput(_inputs, _rotation);
  26. }
  27. public static void PlayerShoot(int _fromClient, Packet _packet)
  28. {
  29. Vector3 shootDirection = _packet.ReadVector3();
  30. Server.clients[_fromClient].player.Shoot(shootDirection);
  31. }
  32. }