GameStateManager
This commit is contained in:
parent
b9b6be0c7f
commit
5a6ae0b679
@ -1,17 +1,17 @@
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import { ApiCall, ApiCallWs } from "tsrpc";
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import { ApiCallWs } from "tsrpc";
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import { ReqLogin, ResLogin } from "../shared/protocols/PtlLogin";
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let nextPlayerId = 1;
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export async function ApiLogin(call: ApiCallWs<ReqLogin, ResLogin>) {
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let playerId = nextPlayerId++;
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call.conn.currentUser = {
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id: playerId,
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nickname: call.req.nickname
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}
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call.succ({
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playerId: playerId
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currentUser: call.conn.currentUser
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})
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}
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@ -11,5 +11,7 @@ export async function ApiJoinRoom(call: ApiCallWs<ReqJoinRoom, ResJoinRoom>) {
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return call.error(op.errMsg);
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}
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call.succ({});
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call.succ({
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roomState: room.state
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});
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}
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@ -7,15 +7,10 @@ import { GameSystemState } from "../shared/game/GameSystemState";
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import { MsgGameInput } from "../shared/protocols/game/client/MsgGameInput";
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import { ServiceType } from "../shared/protocols/serviceProto";
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import { CurrentUser } from "../shared/types/CurrentUser";
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import { RoomState } from "../shared/types/RoomState";
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const MAX_ROOM_USER = 2;
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export interface RoomState {
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id: uint;
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players: { id: uint, nickname: string, isReady: boolean }[];
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status: 'wait' | 'ready' | 'start';
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}
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/**
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* 服务端 - 房间 - 逻辑系统
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*/
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@ -78,11 +78,11 @@ export class GameSystem {
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}
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// 子弹碰撞,抵消
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case 'BulletHit': {
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let player = this.state.players.find(v => v.id === input.player.id);
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let enemy = this.state.enemies.find(v => v.id === input.enemy.id);
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let player = this.state.players.find(v => v.id === input.playerId);
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let enemy = this.state.enemies.find(v => v.id === input.enemyId);
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if (player && enemy) {
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player.bullets.removeOne(v => v.id === input.player.bulletId);
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enemy.bullets.removeOne(v => v.id === input.enemy.bulletId);
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player.bullets.removeOne(v => v.id === input.playerBulletId);
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enemy.bullets.removeOne(v => v.id === input.enemyBulletId);
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}
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break;
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}
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@ -1,4 +1,4 @@
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import { uint } from "tsrpc";
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import { uint } from "tsrpc-proto";
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import { PlayerState } from "./GameSystemState";
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// 移动并攻击
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@ -34,14 +34,10 @@ export interface PlayerHurt {
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// 子弹互相碰撞,双双消失
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export interface BulletHit {
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type: 'BulletHit',
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player: {
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id: uint,
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bulletId: uint
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},
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enemy: {
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id: uint,
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bulletId: uint
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},
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playerId: uint,
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playerBulletId: uint,
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enemyId: uint,
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enemyBulletId: uint
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}
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// 时间流逝
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@ -1,4 +1,4 @@
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import { uint } from "tsrpc";
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import { CurrentUser } from "../types/CurrentUser";
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import { BaseConf, BaseRequest, BaseResponse } from "./base";
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export interface ReqLogin extends BaseRequest {
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@ -6,7 +6,7 @@ export interface ReqLogin extends BaseRequest {
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}
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export interface ResLogin extends BaseResponse {
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playerId: uint
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currentUser: CurrentUser
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}
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export const conf: BaseConf = {
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@ -1,4 +1,5 @@
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import { uint } from "tsrpc-proto";
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import { RoomState } from "../../types/RoomState";
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import { BaseConf, BaseRequest, BaseResponse } from "../base";
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export interface ReqJoinRoom extends BaseRequest {
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@ -6,7 +7,7 @@ export interface ReqJoinRoom extends BaseRequest {
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}
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export interface ResJoinRoom extends BaseResponse {
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roomState: RoomState;
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}
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export const conf: BaseConf = {
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@ -1,4 +1,4 @@
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import { RoomState } from "../../../../models/Room";
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import { RoomState } from "../../../types/RoomState";
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export interface MsgUpdateRoomState {
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state: RoomState
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@ -570,53 +570,35 @@ export const serviceProto: ServiceProto<ServiceType> = {
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}
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},
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{
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"id": 1,
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"name": "player",
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"id": 3,
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"name": "playerId",
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"type": {
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"type": "Interface",
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"properties": [
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{
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"id": 0,
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"name": "id",
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"type": {
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"type": "Number",
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"scalarType": "uint"
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}
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},
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{
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"id": 1,
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"name": "bulletId",
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"type": {
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"type": "Number",
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"scalarType": "uint"
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}
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}
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]
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"type": "Number",
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"scalarType": "uint"
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}
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},
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{
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"id": 2,
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"name": "enemy",
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"id": 4,
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"name": "playerBulletId",
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"type": {
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"type": "Interface",
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"properties": [
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{
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"id": 0,
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"name": "id",
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"type": {
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"type": "Number",
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"scalarType": "uint"
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}
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},
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{
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"id": 1,
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"name": "bulletId",
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"type": {
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"type": "Number",
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"scalarType": "uint"
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}
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}
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]
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"type": "Number",
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"scalarType": "uint"
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}
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},
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{
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"id": 5,
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"name": "enemyId",
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"type": {
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"type": "Number",
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"scalarType": "uint"
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}
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},
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{
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"id": 6,
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"name": "enemyBulletId",
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"type": {
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"type": "Number",
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"scalarType": "uint"
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}
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}
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]
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@ -1143,11 +1125,11 @@ export const serviceProto: ServiceProto<ServiceType> = {
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],
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"properties": [
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{
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"id": 0,
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"name": "playerId",
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"id": 1,
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"name": "currentUser",
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"type": {
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"type": "Number",
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"scalarType": "uint"
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"type": "Reference",
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"target": "../types/CurrentUser/CurrentUser"
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}
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}
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]
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@ -1155,6 +1137,26 @@ export const serviceProto: ServiceProto<ServiceType> = {
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"base/BaseResponse": {
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"type": "Interface"
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},
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"../types/CurrentUser/CurrentUser": {
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"type": "Interface",
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"properties": [
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{
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"id": 0,
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"name": "id",
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"type": {
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"type": "Number",
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"scalarType": "uint"
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}
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},
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{
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"id": 1,
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"name": "nickname",
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"type": {
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"type": "String"
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}
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}
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]
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},
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"room/PtlCreateRoom/ReqCreateRoom": {
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"type": "Interface",
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"extends": [
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@ -1245,55 +1247,19 @@ export const serviceProto: ServiceProto<ServiceType> = {
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"target": "base/BaseResponse"
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}
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}
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]
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},
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"room/PtlSetReady/ReqSetReady": {
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"type": "Interface",
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"extends": [
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{
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"id": 0,
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"type": {
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"type": "Reference",
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"target": "base/BaseRequest"
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}
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}
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],
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"properties": [
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{
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"id": 0,
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"name": "isReady",
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"type": {
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"type": "Boolean"
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}
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}
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]
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},
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"room/PtlSetReady/ResSetReady": {
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"type": "Interface",
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"extends": [
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{
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"id": 0,
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"name": "roomState",
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"type": {
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"type": "Reference",
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"target": "base/BaseResponse"
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"target": "../types/RoomState/RoomState"
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}
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}
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]
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},
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"room/server/MsgUpdateRoomState/MsgUpdateRoomState": {
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"type": "Interface",
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"properties": [
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{
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"id": 0,
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"name": "state",
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"type": {
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"type": "Reference",
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"target": "../../models/Room/RoomState"
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}
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}
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]
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},
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"../../models/Room/RoomState": {
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"../types/RoomState/RoomState": {
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"type": "Interface",
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"properties": [
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{
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@ -1305,7 +1271,7 @@ export const serviceProto: ServiceProto<ServiceType> = {
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}
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},
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{
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"id": 3,
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"id": 1,
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"name": "players",
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"type": {
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"type": "Array",
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@ -1369,6 +1335,52 @@ export const serviceProto: ServiceProto<ServiceType> = {
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}
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}
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]
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},
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"room/PtlSetReady/ReqSetReady": {
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"type": "Interface",
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"extends": [
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{
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"id": 0,
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"type": {
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"type": "Reference",
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"target": "base/BaseRequest"
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}
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}
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],
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"properties": [
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{
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"id": 0,
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"name": "isReady",
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"type": {
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"type": "Boolean"
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}
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}
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]
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},
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"room/PtlSetReady/ResSetReady": {
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"type": "Interface",
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"extends": [
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{
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"id": 0,
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"type": {
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"type": "Reference",
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"target": "base/BaseResponse"
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}
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}
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]
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},
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"room/server/MsgUpdateRoomState/MsgUpdateRoomState": {
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"type": "Interface",
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"properties": [
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{
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"id": 0,
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"name": "state",
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"type": {
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"type": "Reference",
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"target": "../types/RoomState/RoomState"
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}
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}
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]
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}
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}
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};
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@ -0,0 +1,7 @@
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import { uint } from "tsrpc-proto";
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export interface RoomState {
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id: uint;
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players: { id: uint, nickname: string, isReady: boolean }[];
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status: 'wait' | 'ready' | 'start';
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}
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1
examples/cocos-creator-airplane/frontend/assets/env.ts
Normal file
1
examples/cocos-creator-airplane/frontend/assets/env.ts
Normal file
@ -0,0 +1 @@
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import 'k8w-extend-native';
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File diff suppressed because it is too large
Load Diff
@ -0,0 +1,187 @@
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import { WsClient } from "tsrpc-browser";
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import { GameSystem } from "../scripts/shared/game/GameSystem";
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import { GameSystemState } from "../scripts/shared/game/GameSystemState";
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import { ClientInput, MsgGameInput } from "../scripts/shared/protocols/game/client/MsgGameInput";
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import { MsgGameStart } from "../scripts/shared/protocols/game/server/MsgGameStart";
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import { MsgServerFrame } from "../scripts/shared/protocols/game/server/MsgServerFrame";
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import { serviceProto, ServiceType } from "../scripts/shared/protocols/serviceProto";
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import { CurrentUser } from "../scripts/shared/types/CurrentUser";
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import { RoomState } from "../scripts/shared/types/RoomState";
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/**
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* 前端游戏状态管理
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* 主要用于实现前端的预测和和解
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*/
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export class GameStateManager {
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client: WsClient<ServiceType>;
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roomState: RoomState;
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gameSystem!: GameSystem;
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serverState!: GameSystemState;
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lastSN = 0;
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get state() {
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return this.gameSystem.state;
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}
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currentUser?: CurrentUser;
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constructor() {
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let client = this.client = new WsClient(serviceProto, {
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server: `ws://${location.hostname}:3000`,
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json: true,
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// logger: console
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});
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client.listenMsg('game/server/ServerFrame', msg => { this._onServerFrame(msg) });
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client.listenMsg('game/server/GameStart', msg => {
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this._startGame(msg);
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});
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client.listenMsg('room/server/UpdateRoomState', msg => {
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this.roomState = msg.state;
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})
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// 模拟网络延迟 可通过 URL 参数 ?lag=200 设置延迟
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let networkLag = parseInt(new URLSearchParams(location.search).get('lag') || '0') || 0;
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if (networkLag) {
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client.flows.preRecvDataFlow.push(async v => {
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await new Promise(rs => { setTimeout(rs, networkLag) })
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return v;
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});
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client.flows.preSendDataFlow.push(async v => {
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await new Promise(rs => { setTimeout(rs, networkLag) })
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return v;
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});
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}
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(window as any).gm = this;
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}
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private _promiseEnsureConnected?: Promise<void>;
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async ensureConnected() {
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if (!this._promiseEnsureConnected) {
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this._promiseEnsureConnected = this._doEnsureConnected().then(() => {
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this._promiseEnsureConnected = undefined;
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});
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}
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return this._promiseEnsureConnected;
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}
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private async _doEnsureConnected() {
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if (!this.client.isConnected) {
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let resConnect = await this.client.connect();
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if (!resConnect.isSucc) {
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await new Promise(rs => { setTimeout(rs, 2000) })
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return this._doEnsureConnected();
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}
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}
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}
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async login(): Promise<boolean> {
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if (this.currentUser) {
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return true;
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}
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let nickname: string;
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while (!nickname) {
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nickname = prompt('给自己取个名字:', '');
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}
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await this.ensureConnected();
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let ret = await this.client.callApi('Login', { nickname: nickname });
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if (!ret.isSucc) {
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alert(ret.err.message);
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return false;
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}
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this.currentUser = ret.res.currentUser;
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return true;
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}
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async join(): Promise<void> {
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await this.ensureConnected();
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let ret = await this.client.callApi('room/JoinRoom', { roomId: 123 });
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if (!ret.isSucc) {
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if (confirm(`加入房间失败\n${ret.err.message}\n是否重试 ?`)) {
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return this.join();
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}
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else {
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return;
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}
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}
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this.roomState = ret.res.roomState;
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}
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private _startGame(msg: MsgGameStart) {
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this.gameSystem = new GameSystem(msg.gameState);
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this.serverState = Object.merge({}, msg.gameState);
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this._lastLocalTime = Date.now();
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}
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private _onServerFrame(frame: MsgServerFrame) {
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if (!this.gameSystem) {
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return;
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}
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// 回滚至上一次的权威状态
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this.gameSystem.state = Object.merge({}, this.serverState);
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// 计算最新的权威状态
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for (let input of frame.inputs) {
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this.gameSystem.applyInput(input);
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}
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this.serverState = Object.merge({}, this.gameSystem.state);
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this._lastLocalTime = Date.now();
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// 和解 = 权威状态 + 本地输入 (最新的本地预测状态)
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let lastSn = frame.lastSn ?? -1;
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this.pendingInputMsgs.remove(v => v.sn <= lastSn);
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this.pendingInputMsgs.forEach(m => {
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m.inputs.forEach(v => {
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this.gameSystem.applyInput({
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...v,
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playerId: this.currentUser.id
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});
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})
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})
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}
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||||
|
||||
pendingInputMsgs: MsgGameInput[] = [];
|
||||
sendClientInput(input: ClientInput) {
|
||||
// 已掉线或暂未加入,忽略本地输入
|
||||
if (!this.currentUser || !this.client.isConnected) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 构造消息
|
||||
let msg: MsgGameInput = {
|
||||
sn: ++this.lastSN,
|
||||
inputs: [input]
|
||||
}
|
||||
|
||||
// 向服务端发送输入
|
||||
this.pendingInputMsgs.push(msg);
|
||||
this.client.sendMsg('game/client/GameInput', msg);
|
||||
|
||||
// 预测状态:本地立即应用输入
|
||||
this.predictTimePast();
|
||||
this.gameSystem.applyInput({
|
||||
...input,
|
||||
playerId: this.currentUser.id
|
||||
});
|
||||
}
|
||||
|
||||
// 本地预测时间流逝(但不提交,会以下一次服务器同步为准)
|
||||
private _lastLocalTime!: number;
|
||||
predictTimePast() {
|
||||
const now = Date.now();
|
||||
let dt = now - this._lastLocalTime;
|
||||
this.gameSystem.applyInput({
|
||||
type: 'TimePast',
|
||||
dt: dt
|
||||
});
|
||||
this._lastLocalTime = now;
|
||||
}
|
||||
|
||||
}
|
@ -1,133 +0,0 @@
|
||||
import { WsClient } from "tsrpc-browser";
|
||||
import { GameSystem, GameSystemState } from "../shared/game/GameSystem";
|
||||
import { ClientInput, MsgClientInput } from "../shared/protocols/client/MsgClientInput";
|
||||
import { MsgFrame } from "../shared/protocols/server/MsgFrame";
|
||||
import { serviceProto, ServiceType } from "../shared/protocols/serviceProto";
|
||||
|
||||
/**
|
||||
* 前端游戏状态管理
|
||||
* 主要用于实现前端的预测和和解
|
||||
*/
|
||||
export class StateManager {
|
||||
|
||||
client: WsClient<ServiceType>;
|
||||
|
||||
gameSystem = new GameSystem();
|
||||
|
||||
lastServerState: GameSystemState = this.gameSystem.state;
|
||||
lastRecvSetverStateTime = 0;
|
||||
selfPlayerId: number = -1;
|
||||
lastSN = 0;
|
||||
|
||||
get state() {
|
||||
return this.gameSystem.state;
|
||||
}
|
||||
|
||||
constructor() {
|
||||
let client = this.client = new WsClient(serviceProto, {
|
||||
server: `ws://${location.hostname}:3000`,
|
||||
json: true,
|
||||
// logger: console
|
||||
});;
|
||||
client.listenMsg('server/Frame', msg => { this._onServerSync(msg) });
|
||||
|
||||
// 模拟网络延迟 可通过 URL 参数 ?lag=200 设置延迟
|
||||
let networkLag = parseInt(new URLSearchParams(location.search).get('lag') || '0') || 0;
|
||||
if (networkLag) {
|
||||
client.flows.preRecvDataFlow.push(async v => {
|
||||
await new Promise(rs => { setTimeout(rs, networkLag) })
|
||||
return v;
|
||||
});
|
||||
client.flows.preSendDataFlow.push(async v => {
|
||||
await new Promise(rs => { setTimeout(rs, networkLag) })
|
||||
return v;
|
||||
});
|
||||
}
|
||||
|
||||
(window as any).gm = this;
|
||||
}
|
||||
|
||||
async join(): Promise<void> {
|
||||
if (!this.client.isConnected) {
|
||||
let resConnect = await this.client.connect();
|
||||
if (!resConnect.isSucc) {
|
||||
await new Promise(rs => { setTimeout(rs, 2000) })
|
||||
return this.join();
|
||||
}
|
||||
}
|
||||
|
||||
let ret = await this.client.callApi('Join', {});
|
||||
|
||||
if (!ret.isSucc) {
|
||||
if (confirm(`加入房间失败\n${ret.err.message}\n是否重试 ?`)) {
|
||||
return this.join();
|
||||
}
|
||||
else {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this.gameSystem.reset(ret.res.gameState);
|
||||
this.lastServerState = Object.merge(ret.res.gameState);
|
||||
this.lastRecvSetverStateTime = Date.now();
|
||||
this.selfPlayerId = ret.res.playerId;
|
||||
}
|
||||
|
||||
private _onServerSync(frame: MsgFrame) {
|
||||
// 回滚至上一次的权威状态
|
||||
this.gameSystem.reset(this.lastServerState);
|
||||
|
||||
// 计算最新的权威状态
|
||||
for (let input of frame.inputs) {
|
||||
this.gameSystem.applyInput(input);
|
||||
}
|
||||
this.lastServerState = Object.merge({}, this.gameSystem.state);
|
||||
this.lastRecvSetverStateTime = Date.now();
|
||||
|
||||
// 和解 = 权威状态 + 本地输入 (最新的本地预测状态)
|
||||
let lastSn = frame.lastSn ?? -1;
|
||||
this.pendingInputMsgs.remove(v => v.sn <= lastSn);
|
||||
this.pendingInputMsgs.forEach(m => {
|
||||
m.inputs.forEach(v => {
|
||||
this.gameSystem.applyInput({
|
||||
...v,
|
||||
playerId: this.selfPlayerId
|
||||
});
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
pendingInputMsgs: MsgClientInput[] = [];
|
||||
sendClientInput(input: ClientInput) {
|
||||
// 已掉线或暂未加入,忽略本地输入
|
||||
if (!this.selfPlayerId || !this.client.isConnected) {
|
||||
return;
|
||||
}
|
||||
|
||||
// 构造消息
|
||||
let msg: MsgClientInput = {
|
||||
sn: ++this.lastSN,
|
||||
inputs: [input]
|
||||
}
|
||||
|
||||
// 向服务端发送输入
|
||||
this.pendingInputMsgs.push(msg);
|
||||
this.client.sendMsg('client/ClientInput', msg);
|
||||
|
||||
// 预测状态:本地立即应用输入
|
||||
this.gameSystem.applyInput({
|
||||
...input,
|
||||
playerId: this.selfPlayerId
|
||||
});
|
||||
}
|
||||
|
||||
// 本地时间流逝(会被下一次服务器状态覆盖)
|
||||
localTimePast() {
|
||||
this.gameSystem.applyInput({
|
||||
type: 'TimePast',
|
||||
dt: Date.now() - this.lastRecvSetverStateTime
|
||||
});
|
||||
this.lastRecvSetverStateTime = Date.now();
|
||||
}
|
||||
|
||||
}
|
@ -1,7 +1,7 @@
|
||||
|
||||
import { _decorator, Component, Node, Collider, find, ITriggerEvent, Script } from 'cc';
|
||||
import { Constant } from '../framework/constant';
|
||||
import { GameManager } from '../gameManager';
|
||||
import { GameManager } from '../GameController';
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
|
||||
import { _decorator, Component, Node, Collider, ITriggerEvent } from 'cc';
|
||||
import { Constant } from '../framework/constant';
|
||||
import { GameManager } from '../gameManager';
|
||||
import { GameManager } from '../GameController';
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
import { _decorator, Component, Node, Collider, ITriggerEvent, physics, PhysicsSystem, find, Game, Prefab, NodePool, instantiate, Vec2, Vec3, AudioSource } from 'cc';
|
||||
import { bulletManager } from '../bullet/bulletManager';
|
||||
import { Constant } from '../framework/constant';
|
||||
import { GameManager } from '../gameManager';
|
||||
import { GameManager } from '../GameController';
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
|
||||
import { _decorator, Component, Node, Collider, ITriggerEvent } from 'cc';
|
||||
import { Constant } from '../framework/constant';
|
||||
import { GameManager } from '../gameManager';
|
||||
import { GameManager } from '../GameController';
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
|
||||
import { _decorator, Component, Node, UITransform, Vec2, Vec3, find, Script, game, Label, CameraComponent, Camera, EventTouch, v3 } from 'cc';
|
||||
import { GameManager } from '../gameManager';
|
||||
import { GameManager } from '../GameController';
|
||||
import { MovingSceneBg } from './common/movingSceneBg';
|
||||
import { Tips } from './common/tips';
|
||||
|
||||
|
@ -7,6 +7,10 @@
|
||||
"uuid": "c794458c-05f6-4c9f-909b-20d54897d219",
|
||||
"version": "3.4.0",
|
||||
"dependencies": {
|
||||
"seedrandom": "^3.0.5",
|
||||
"tsrpc-browser": "^3.1.4"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@types/seedrandom": "^3.0.1"
|
||||
}
|
||||
}
|
||||
|
@ -1,9 +1,9 @@
|
||||
{
|
||||
/* Base configuration. Do not edit this field. */
|
||||
"extends": "./temp/tsconfig.cocos.json",
|
||||
|
||||
/* Add your custom configuration here. */
|
||||
"compilerOptions": {
|
||||
"strict": false
|
||||
"strict": false,
|
||||
"allowSyntheticDefaultImports": true
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user