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);
}
}
}
}