【鎖定幀同步Lockstep】客戶端邏輯

服務(wù)器邏輯很簡單,邏輯幀以固定頻率(一般為每秒20幀,也就是0.05s一幀)進(jìn)行Tick,
每個(gè)Tick必須等待所有玩家的操作到達(dá)后才可執(zhí)行

鎖定幀同步客戶端邏輯代碼


using System.Collections.Generic;
using UnityEngine;

namespace FrameTest
{
    public struct OperationList
    {
        /// <summary>
        /// 幀索引
        /// </summary>
        public int frameIndex;
        /// <summary>
        /// 幀操作列表
        /// </summary>
        public Operation[] operations;
    }

    public struct Operation
    {
        /// <summary>
        /// 玩家唯一標(biāo)識(shí)
        /// </summary>
        public int uid;
        /// <summary>
        /// 玩家輸入方向
        /// </summary>
        public Net.Vector3 direction;
    }

    public class Game
    {
        public List<Player> players = new List<Player>();

        public Player FindPlayer(int uid)
        {
            return players.Find(p => p.uid == uid);
        }
    }

    public class Player
    {
        public int uid;

        public void Move(Net.Vector3 direction)
        {
            //move
        }
    }

    public static class InputDetect
    {
        public static Net.Vector3 GetCurFrameDirection()
        {
            var direction = new Net.Vector3(Input.GetAxis("Horizontal").ToFloat(100), 0f, Input.GetAxis("Vertical").ToFloat(100));

            return direction;
        }
    }

    /// <summary>
    /// lockstep
    /// </summary>
    public class Test : MonoBehaviour
    {
        /// <summary>
        /// 本地消息幀號,收到一條消息自增
        /// </summary>
        private int localOperationFrame;

        /// <summary>
        /// 本地快照
        /// </summary>
        private List<OperationList> snapshots = new List<OperationList>();

        /// <summary>
        /// 本地邏輯幀號
        /// </summary>
        private int localLogicFrame;

        /// <summary>
        /// 本場對局?jǐn)?shù)據(jù)
        /// </summary>
        private Game game;

        /// <summary>
        /// 初始化
        /// </summary>
        void Init()
        {
            localOperationFrame = 0;
            snapshots.Clear();
            localLogicFrame = 0;
            game = new Game();
        }

        /// <summary>
        /// 收到幀消息
        /// </summary>
        /// <param name="list"></param>
        public void OnOperationSync(OperationList list)
        {
            if (localOperationFrame != list.frameIndex)
            {
                Debug.Log($"幀號不一致!本地幀號:{localOperationFrame},消息幀號:{list.frameIndex}");
                return;
            }

            //本地消息幀號自增
            localOperationFrame++;

            //本地緩存
            snapshots.Add(list);

            Operation op = new Operation();
            op.direction = InputDetect.GetCurFrameDirection();
            //SendOperationMsgToServer(op);
        }

        private void Update()
        {
            //剩余幾幀未播放
            int leftFrame = localOperationFrame - localLogicFrame;

            //播放
            for (int i = 0; i < leftFrame; i++)
            {
                var list = snapshots[localLogicFrame];

                TickLogicFrame(list);

                localLogicFrame++;
            }
        }

        /// <summary>
        /// 處理邏輯幀
        /// </summary>
        private void TickLogicFrame(OperationList list)
        {
            //do logic...
            for (int i = 0; i < list.operations.Length; i++)
            {
                //player move
                var op = list.operations[i];
                var player = game.FindPlayer(op.uid);
                player.Move(op.direction);
            }
        }
    }

}

最后編輯于
?著作權(quán)歸作者所有,轉(zhuǎn)載或內(nèi)容合作請聯(lián)系作者
【社區(qū)內(nèi)容提示】社區(qū)部分內(nèi)容疑似由AI輔助生成,瀏覽時(shí)請結(jié)合常識(shí)與多方信息審慎甄別。
平臺(tái)聲明:文章內(nèi)容(如有圖片或視頻亦包括在內(nèi))由作者上傳并發(fā)布,文章內(nèi)容僅代表作者本人觀點(diǎn),簡書系信息發(fā)布平臺(tái),僅提供信息存儲(chǔ)服務(wù)。

相關(guān)閱讀更多精彩內(nèi)容

友情鏈接更多精彩內(nèi)容