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AFL-3.0

#hyld

游戏启动流程:

1.cmd输入 net start mysql 开启数据库mysql 2.打开hyld.sql,执行代码生成数据库。并登入数据库 3.在Server/Program.cs 中的ServerConfig.DOMConectStr 更改你的数据库信息 如:ServerConfig.DOMConectStr = "database=hyld;data source=localhost;user=root;password=505258140;pooling=false;charset=utf8;port=1314;SSL Mode=none"; 4.启动服务器-->Server.sln 直接运行脚本就行 5.启动客户端-->Client\Assets\Scenes\HYLDLogon 这个是入口场景 可以开unity测试,也可以unity打包之后测试。

帧同步流程:

服务器: 1.服务器上每个比赛对象,都有一个成员的freamid,保存了当前比赛下一帧要进入的id 2.服务器上定义一个数据结构,dic_match_frames,用来保存我们所有玩家的每帧的操作。(录像回放,断线重连,不同步的情况,有无作弊,udp丢包时序问题,我们要补发给客户端的帧保存起来) 3.dic_next_frame_opts 每帧服务器将采集来的客户端的操作都存放在这里;(<battleid,opt>) 4.服务器开启一个线程Thread_SendFrameData去等待所有玩家准备ok(收到第一帧操作),收到第一帧之后游戏正式开始,之后每隔66ms(15FPS)触发一次sendFrameDate 5.触发一个帧操作,保存当前的帧操作到dic_match_frames 6.遍历每个玩家给每个玩家发送帧操作。 7.发送”服务器认为“这个玩家还没同步的帧,每个玩家对象用sync_frameid记录的客户端已经同步到了多少帧了 从sync_frameid+1,发送到最新的帧。--》(解决udp丢包和时序问题,补发帧) 8.采用udp将数据包发送出去 可能会发送补发的帧 9.服务器进入下一帧self.frameid++ 10.服务器清空上一帧操作next_frame_opt.allplayeroperation.clear()

客户端: 11.客户端通过网络收到帧同步的数据包以后,OnLogicUpdate 12.每个客户端,也都会有一个sync_frameID记录当前客户端真正已经同步到哪个帧了 13.如果收到的帧id<sync_frameID ,直接丢弃这个帧。 a:为什么会出现这个情况。 因为udp会有先发后到,后发先到。 b:为什么我们没有收到99帧,就开始处理100帧,能同步吗?[如果99帧没有处理,服务器在发100帧的时候会补发99帧] 14.如果上一帧的操作不为空,我们处理下一帧之前,一定要先同步一下上一帧的结果。 客户端A: |----|---66.3--|----| 客户端B: |----|---66.1--|----| 每个客户端收到数据包的时间不一样。所以在帧与帧之间会发生时间的差异导致位置不同步。 所有都用66ms迭代出新的位置和结果。统一都以66ms来迭代。 处理下一帧之前每帧都同步;==》同样的输入--》同样的输出 15.跳帧:快速同步过时的帧完直到最新的一帧. 16.控制客户端根据操作来更新逻辑推进。 17.SendOperation:采集自己的操作,上报给服务器,“你认为”的下一帧,next_frame_id=this.sync_framed+1,发送给服务器 (这个是 this.InvokeRepeating("Send_BattleReady", 0.5f, 0.2f);) 服务器: 18.服务器收到数据。更新服务器的sync_framed; 比如:服务器[发送99帧,sync_frameid=98 ]--》客户端处理99帧--》上报100帧操作--》服务器收到100帧的操作(说明前99帧已经处理完了更新sync_frameid=99)--》服务器发送100帧数据 19.如果收到玩家操作帧id不等于马上要触发的帧id,说明玩家过时的操作。 比如:客户端发送99帧--》服务器的sync_frameid=100 > 99所以直接丢弃。 20.把这个操作插入到next_frame_opt。等待下一帧处理。GOTO: 逻辑5

如何克服时序丢包? 客户端丢包:因为可以(13)服务器会补发丢到或者没有到的帧。 服务端丢包:下一帧马上会处理。

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荒野乱斗复刻,unity+C#客户端,mysql+C#服务端。帧同步。 展开 收起
AFL-3.0
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