Test de communication de paquets entre un client et un serveur
Nelze vybrat více než 25 témat Téma musí začínat písmenem nebo číslem, může obsahovat pomlčky („-“) a může být dlouhé až 35 znaků.

ServerSend.cs 3.6KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class ServerSend
  5. {
  6. private static void SendTCPData(int _toClient, Packet _packet)
  7. {
  8. _packet.WriteLength();
  9. Server.clients[_toClient].tcp.SendData(_packet);
  10. }
  11. private static void SendUDPData(int _toClient, Packet _packet)
  12. {
  13. _packet.WriteLength();
  14. Server.clients[_toClient].udp.SendData(_packet);
  15. }
  16. private static void SendTCPDataToAll(Packet _packet)
  17. {
  18. _packet.WriteLength();
  19. for (int i = 1; i <= Server.MaxPlayers; i++)
  20. {
  21. Server.clients[i].tcp.SendData(_packet);
  22. }
  23. }
  24. private static void SendTCPDataToAll(int _exceptClient, Packet _packet)
  25. {
  26. _packet.WriteLength();
  27. for (int i = 1; i <= Server.MaxPlayers; i++)
  28. {
  29. if (i != _exceptClient)
  30. {
  31. Server.clients[i].tcp.SendData(_packet);
  32. }
  33. }
  34. }
  35. private static void SendUDPDataToAll(Packet _packet)
  36. {
  37. _packet.WriteLength();
  38. for (int i = 1; i <= Server.MaxPlayers; i++)
  39. {
  40. Server.clients[i].udp.SendData(_packet);
  41. }
  42. }
  43. private static void SendUDPDataToAll(int _exceptClient, Packet _packet)
  44. {
  45. _packet.WriteLength();
  46. for (int i = 1; i <= Server.MaxPlayers; i++)
  47. {
  48. if (i != _exceptClient)
  49. {
  50. Server.clients[i].udp.SendData(_packet);
  51. }
  52. }
  53. }
  54. #region packets
  55. public static void Welcome(int _toClient, string _msg)
  56. {
  57. using (Packet _packet = new Packet((int)ServerPackets.welcome))
  58. {
  59. _packet.Write(_msg);
  60. _packet.Write(_toClient);
  61. SendTCPData(_toClient, _packet);
  62. }
  63. }
  64. public static void SpawnPlayer(int _toClient, Player _player)
  65. {
  66. using (Packet _packet = new Packet((int)ServerPackets.spawnPlayer))
  67. {
  68. _packet.Write(_player.id);
  69. _packet.Write(_player.username);
  70. _packet.Write(_player.transform.position);
  71. _packet.Write(_player.transform.rotation);
  72. SendTCPData(_toClient, _packet);
  73. }
  74. }
  75. public static void PlayerPosition(Player _player)
  76. {
  77. using (Packet _packet = new Packet((int)ServerPackets.playerPosition))
  78. {
  79. _packet.Write(_player.id);
  80. _packet.Write(_player.transform.position);
  81. SendUDPDataToAll(_packet);
  82. }
  83. }
  84. public static void PlayerRotation(Player _player)
  85. {
  86. using (Packet _packet = new Packet((int)ServerPackets.playerRotation))
  87. {
  88. _packet.Write(_player.id);
  89. _packet.Write(_player.transform.rotation);
  90. SendUDPDataToAll(_player.id, _packet);
  91. }
  92. }
  93. public static void PlayerDisconnected(int _playerId)
  94. {
  95. using (Packet _packet = new Packet((int)ServerPackets.playerDisconnected))
  96. {
  97. _packet.Write(_playerId);
  98. SendTCPDataToAll(_packet);
  99. }
  100. }
  101. public static void PlayerHealth(Player _player)
  102. {
  103. using (Packet _packet = new Packet((int)ServerPackets.playerHealth))
  104. {
  105. _packet.Write(_player.id);
  106. _packet.Write(_player.health);
  107. SendTCPDataToAll(_packet);
  108. }
  109. }
  110. public static void PlayerRespawned(Player _player)
  111. {
  112. using (Packet _packet = new Packet((int)ServerPackets.playerRespawned))
  113. {
  114. _packet.Write(_player.id);
  115. SendTCPDataToAll(_packet);
  116. }
  117. }
  118. #endregion
  119. }