3D person Shooter problem

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deviros
Posts: 5
Joined: 19 Dec 2013, 10:43

3D person Shooter problem

Postby deviros » 19 Dec 2013, 11:39

Hi,
I have a problem when playing 3D person Shooter project.
I'm playing good when using local IP 127.0.0.1. BUT:
In "login" scene, i use Servername is "113.161.77.183". I nonuse UDP protocol in LoginGUI.cs
I can join the game, i can see Enemy, when enemy move i can see Enemy animated, but transform's Enemy non change.
I change NetworkManager script to:

Code: Select all

public void SendTransform(NetworkTransform ntransform) {
      Room room = smartFox.LastJoinedRoom;
      ISFSObject data = new SFSObject();
      ntransform.ToSFSObject(data);
      ExtensionRequest request = new ExtensionRequest("sendTransform", data, room); // True flag = UDP >>>> I remove true flag
      smartFox.Send(request);
}

but nothing change.

Here is my code change :

LoginGUI.cs

Code: Select all

   using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using Sfs2X;
using Sfs2X.Core;
using Sfs2X.Entities;
using Sfs2X.Requests;
using Sfs2X.Logging;

public class LoginGUI : MonoBehaviour {
   private SmartFox smartFox;
   private bool shuttingDown = false;

   public string serverName = "127.0.0.1";
   public int serverPort = 9933;
   public string zone = "BasicExamples";
   public bool debug = true;

   public GUISkin sfsSkin;

   private string username = "";
   private string loginErrorMessage = "";

   /************
     * Unity callback methods
     ************/

   void OnApplicationQuit() {
      shuttingDown = true;
   }
   
   void FixedUpdate() {
      smartFox.ProcessEvents();
   }
   
   void Awake() {
      Application.runInBackground = true;
      
      // In a webplayer (or editor in webplayer mode) we need to setup security policy negotiation with the server first
      if (Application.isWebPlayer) {
         if (!Security.PrefetchSocketPolicy(serverName, serverPort, 500)) {
            Debug.LogError("Security Exception. Policy file load failed!");
         }
      }      

      if (SmartFoxConnection.IsInitialized) {
         smartFox = SmartFoxConnection.Connection;
      } else {
         smartFox = new SmartFox(debug);
      }

      // Register callback delegate
      smartFox.AddEventListener(SFSEvent.CONNECTION, OnConnection);
      smartFox.AddEventListener(SFSEvent.CONNECTION_LOST, OnConnectionLost);
      smartFox.AddEventListener(SFSEvent.LOGIN, OnLogin);
      //smartFox.AddEventListener(SFSEvent.UDP_INIT, OnUdpInit);
      smartFox.AddEventListener(SFSEvent.ROOM_JOIN,OnJoinRoom);
      smartFox.AddLogListener(LogLevel.DEBUG, OnDebugMessage);

      smartFox.Connect(serverName, serverPort);
   }

   void OnGUI() {
      GUI.skin = sfsSkin;
         
      // Determine which state we are in and show the GUI accordingly
      if (smartFox.IsConnected) {
         DrawLoginGUI();
      }
      else {
         string message = "Waiting for connection";
         if (loginErrorMessage != "") {
            message = "Connection error. "+loginErrorMessage;
         }
         DrawMessagePanelGUI(message);
      }
   }
   
   /************
    * GUI methods
    ************/
   
   // Generic single message panel
   void DrawMessagePanelGUI(string message) {
      // Lets just quickly set up some GUI layout variables
      float panelWidth = 400;
      float panelHeight = 300;
      float panelPosX = Screen.width/2 - panelWidth/2;
      float panelPosY = Screen.height/2 - panelHeight/2;
      
      // Draw the box
      GUILayout.BeginArea(new Rect(panelPosX, panelPosY, panelWidth, panelHeight));
      GUILayout.Box ("FPS Example", GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true));
      GUILayout.BeginVertical();
      GUILayout.BeginArea(new Rect(20, 25, panelWidth-40, panelHeight-60), GUI.skin.customStyles[0]);
      
      // Center label
      GUILayout.BeginHorizontal();
      GUILayout.FlexibleSpace();
      GUILayout.BeginVertical();
      GUILayout.FlexibleSpace();
         
      GUILayout.Label(message);
         
      GUILayout.FlexibleSpace();
      GUILayout.EndVertical();
      GUILayout.FlexibleSpace();
      GUILayout.EndHorizontal();
      
      GUILayout.EndArea ();      
         
      GUILayout.EndVertical();
      GUILayout.EndArea ();      
   }
   
   // Login GUI allowing for username, password and zone selection
   private void DrawLoginGUI() {
      // Lets just quickly set up some GUI layout variables
      float panelWidth = 400;
      float panelHeight = 300;
      float panelPosX = Screen.width/2 - panelWidth/2;
      float panelPosY = Screen.height/2 - panelHeight/2;
      
      // Draw the box
      GUILayout.BeginArea(new Rect(panelPosX, panelPosY, panelWidth, panelHeight));
      GUILayout.Box ("Login", GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true));
      GUILayout.BeginVertical();
      GUILayout.BeginArea(new Rect(20, 25, panelWidth-40, panelHeight-60), GUI.skin.customStyles[0]);
      
      // Lets show login box!
      GUILayout.FlexibleSpace();
            
      GUILayout.BeginHorizontal();
      GUILayout.Label("Username: ");
      username = GUILayout.TextField(username, 25, GUILayout.MinWidth(200));
      GUILayout.EndHorizontal();

      GUILayout.BeginHorizontal();
      GUILayout.Label("Server Name: ");
      serverName = GUILayout.TextField(serverName, 25, GUILayout.MinWidth(200));
      GUILayout.EndHorizontal();

      GUILayout.BeginHorizontal();
      GUILayout.Label("Server Port: ");
      serverPort = int.Parse(GUILayout.TextField(serverPort.ToString(), 4, GUILayout.MinWidth(200)));
      GUILayout.EndHorizontal();

      GUILayout.BeginHorizontal();
      GUILayout.Label("Invert Mouse Y: ");
      OptionsManager.InvertMouseY = GUILayout.Toggle(OptionsManager.InvertMouseY, "");
      GUILayout.EndHorizontal();
      
      GUILayout.Label(loginErrorMessage);
         
      // Center login button
      GUILayout.BeginHorizontal();
      GUILayout.FlexibleSpace();      
      if (GUILayout.Button("Login")  || (Event.current.type == EventType.keyDown && Event.current.character == '\n')) {
         Debug.Log("Sending login request");
         smartFox.Send(new LoginRequest(username, "", zone));
      }
      GUILayout.FlexibleSpace();
      GUILayout.EndHorizontal();
      GUILayout.FlexibleSpace();
      
      GUILayout.EndArea ();      
            
      GUILayout.EndVertical();
      GUILayout.EndArea ();      
   }

   /************
    * Helper methods
    ************/

   private void UnregisterSFSSceneCallbacks() {
      // This should be called when switching scenes, so callbacks from the backend do not trigger code in this scene
      smartFox.RemoveAllEventListeners();
   }

   /************
    * Callbacks from the SFS API
    ************/

   public void OnConnection(BaseEvent evt) {
      bool success = (bool)evt.Params["success"];
      string error = (string)evt.Params["error"];
      
      Debug.Log("On Connection callback got: " + success + " (error : <" + error + ">)");
      
      loginErrorMessage = "";
      if (success) {
         SmartFoxConnection.Connection = smartFox;
      } else {
         loginErrorMessage = error;
      }
   }

   public void OnConnectionLost(BaseEvent evt) {
      loginErrorMessage = "Connection lost / no connection to server";
      UnregisterSFSSceneCallbacks();
   }

   public void OnDebugMessage(BaseEvent evt) {
      string message = (string)evt.Params["message"];
      Debug.Log("[SFS DEBUG] " + message);
   }

   public void OnLogin(BaseEvent evt) {
      bool success = true;
      if (evt.Params.Contains("success") && !(bool)evt.Params["success"]) {
         // Login failed - lets display the error message sent to us
         loginErrorMessage = (string)evt.Params["errorMessage"];
         Debug.Log("Login error: "+loginErrorMessage);
      } else {
         // Startup up UDP
         if(smartFox.RoomManager.ContainsRoom("vProject Room"))
         {
            smartFox.Send(new JoinRoomRequest("vProject Room"));
         }else{
            RoomSettings settings = new RoomSettings("vProject Room");
            //settings.GroupId = "games";
            //settings.IsGame = true;
            settings.MaxUsers = 40;
            //settings.MaxSpectators = 0;
            settings.Extension = new RoomExtension(NetworkManager.ExtName, NetworkManager.ExtClass);
            smartFox.Send(new CreateRoomRequest(settings, true));
         }
         Debug.Log("Login ok" + serverName);
         smartFox.InitUDP(serverName, serverPort);
      }   
      
   }
   public void OnLoginError(BaseEvent evt){
      print ("Login error"+(string)evt.Params["errorMessage"]);
   }

   public void OnUdpInit(BaseEvent evt) {
//      if (evt.Params.Contains("success") && !(bool)evt.Params["success"]) {
//         loginErrorMessage = (string)evt.Params["errorMessage"];
//         Debug.Log("UDP error: "+loginErrorMessage);
//      } else {
//         Debug.Log("UDP ok");
//      
         // On to the lobby
         loginErrorMessage = "";
         UnregisterSFSSceneCallbacks();
         Application.LoadLevel("game");
      //}
   }
   public void OnJoinRoom(BaseEvent evt){
      Room room = (Room)evt.Params["room"];
      print ("Room "+room.Name+" joined successfully");
      Application.LoadLevel("game");
   }
}


NetworkManager.cs

Code: Select all


using System;
using System.Collections;
using UnityEngine;

using Sfs2X;
using Sfs2X.Core;
using Sfs2X.Entities;
using Sfs2X.Entities.Data;
using Sfs2X.Requests;
using Sfs2X.Logging;

// The Neywork manager sends the messages to server and handles the response.
public class NetworkManager : MonoBehaviour
{
   private bool running = false;
   
   public readonly static string ExtName = "fps";  // The server extension we work with
   public readonly static string ExtClass = "dk.fullcontrol.fps.FpsExtension"; // The class name of the extension
   
   private static NetworkManager instance;
   public static NetworkManager Instance {
      get {
         return instance;
      }
   }
   
   private SmartFox smartFox;  // The reference to SFS client
   
   void Awake() {
      instance = this;   
   }
   
   void Start() {
      smartFox = SmartFoxConnection.Connection;
      if (smartFox == null) {
         Application.LoadLevel("login");
         return;
      }   
      
      SubscribeDelegates();
      SendSpawnRequest();
      
      TimeManager.Instance.Init();
      
      running = true;
   }
         
   // This is needed to handle server events in queued mode
   void FixedUpdate() {
      if (!running) return;
      smartFox.ProcessEvents();
   }
      
   private void SubscribeDelegates() {
      smartFox.AddEventListener(SFSEvent.EXTENSION_RESPONSE, OnExtensionResponse);
      smartFox.AddEventListener(SFSEvent.USER_EXIT_ROOM, OnUserLeaveRoom);
      smartFox.AddEventListener(SFSEvent.CONNECTION_LOST, OnConnectionLost);
   }
   
   private void UnsubscribeDelegates() {
      smartFox.RemoveAllEventListeners();
   }
   
   /// <summary>
   /// Send the request to server to spawn my player
   /// </summary>
   public void SendSpawnRequest() {
      Room room = smartFox.LastJoinedRoom;
      ExtensionRequest request = new ExtensionRequest("spawnMe", new SFSObject(), room);
      smartFox.Send(request);
   }
   

   
   /// <summary>
   /// Send local transform to the server
   /// </summary>
   /// <param name="ntransform">
   /// A <see cref="NetworkTransform"/>
   /// </param>
   public void SendTransform(NetworkTransform ntransform) {
      Room room = smartFox.LastJoinedRoom;
      ISFSObject data = new SFSObject();
      ntransform.ToSFSObject(data);
      ExtensionRequest request = new ExtensionRequest("sendTransform", data, room); // True flag = UDP
      smartFox.Send(request);
   }
   
   /// <summary>
   /// Send local animation state to the server
   /// </summary>
   /// <param name="message">
   /// A <see cref="System.String"/>
   /// </param>
   /// <param name="layer">
   /// A <see cref="System.Int32"/>
   /// </param>
   public void SendAnimationState(string message, int layer) {
      Room room = smartFox.LastJoinedRoom;
      ISFSObject data = new SFSObject();
      data.PutUtfString("msg", message);
      data.PutInt("layer", layer);
      ExtensionRequest request = new ExtensionRequest("sendAnim", data, room);
      smartFox.Send(request);
   }
   
   /// <summary>
   /// Request the current server time. Used for time synchronization
   /// </summary>   
   public void TimeSyncRequest() {
      Room room = smartFox.LastJoinedRoom;
      ExtensionRequest request = new ExtensionRequest("getTime", new SFSObject(), room);
      smartFox.Send(request);
   }
   
   /// <summary>
   /// When connection is lost we load the login scene
   /// </summary>
   private void OnConnectionLost(BaseEvent evt) {
      UnsubscribeDelegates();
      Screen.lockCursor = false;
      Screen.showCursor = true;
      Application.LoadLevel("login");
   }
   
   // This method handles all the responses from the server
   private void OnExtensionResponse(BaseEvent evt) {
      try {
         string cmd = (string)evt.Params["cmd"];
         ISFSObject dt = (SFSObject)evt.Params["params"];
                                 
         if (cmd == "spawnPlayer") {
            HandleInstantiatePlayer(dt);
         }
         else if (cmd == "transform") {
            HandleTransform(dt);
         }
         else if (cmd == "notransform") {
            HandleNoTransform(dt);
         }
         else if (cmd == "anim") {
            HandleAnimation(dt);
         }
         else if (cmd == "time") {
            HandleServerTime(dt);
         }
      }
      catch (Exception e) {
         Debug.Log("Exception handling response: "+e.Message+" >>> "+e.StackTrace);
      }
      
   }
   
   // Instantiating player (our local FPS model, or remote 3rd person model)
   private void HandleInstantiatePlayer(ISFSObject dt) {
      ISFSObject playerData = dt.GetSFSObject("player");
      int userId = playerData.GetInt("id");
      int score = playerData.GetInt("score");
      NetworkTransform ntransform = NetworkTransform.FromSFSObject(playerData);
                  
      User user = smartFox.UserManager.GetUserById(userId);
      string name = user.Name;
      
      if (userId == smartFox.MySelf.Id) {
         PlayerManager.Instance.SpawnPlayer(ntransform, name);
      }
      else {
         PlayerManager.Instance.SpawnEnemy(userId, ntransform, name);
      }
   }
   
   // Updating transform of the remote player from server
   private void HandleTransform(ISFSObject dt) {
      int userId = dt.GetInt("id");
      NetworkTransform ntransform = NetworkTransform.FromSFSObject(dt);
      if (userId != smartFox.MySelf.Id) {
         // Update transform of the remote user object
      
         NetworkTransformReceiver recipient = PlayerManager.Instance.GetRecipient(userId);
         if (recipient!=null) {
            recipient.ReceiveTransform(ntransform);
         }
      }
   }
   
   // Server rejected transform message - force the local player object to what server said
   private void HandleNoTransform(ISFSObject dt) {
      int userId = dt.GetInt("id");
      NetworkTransform ntransform = NetworkTransform.FromSFSObject(dt);
      
      if (userId == smartFox.MySelf.Id) {
         // Movement restricted!
         // Update transform of the local object
         ntransform.Update(PlayerManager.Instance.GetPlayerObject().transform);
      }
   }
   
   // Synchronize the time from server
   private void HandleServerTime(ISFSObject dt) {
      long time = dt.GetLong("t");
      TimeManager.Instance.Synchronize(Convert.ToDouble(time));
   }
   
   // Handle player killed

   // Synchronizing remote animation
   private void HandleAnimation(ISFSObject dt) {
      int userId = dt.GetInt("id");
      string msg = dt.GetUtfString("msg");
      int layer = dt.GetInt("layer");
      
      if (userId != smartFox.MySelf.Id) {
         PlayerManager.Instance.SyncAnimation(userId, msg, layer);
      }
   }
   
   // When someone reloaded the weapon - play corresponding animation
   private void HandleReload(ISFSObject dt) {
      int userId = dt.GetInt("id");
      if (userId != smartFox.MySelf.Id) {
         SoundManager.Instance.PlayReload(PlayerManager.Instance.GetRecipient(userId).audio);
         PlayerManager.Instance.SyncAnimation(userId, "Reload", 1);
      }
      else {
         GameObject obj = PlayerManager.Instance.GetPlayerObject();
         if (obj == null) return;
         
         SoundManager.Instance.PlayReload(obj.audio);
         obj.GetComponent<AnimationSynchronizer>().PlayReloadAnimation();
      }
   }

   // When a user leaves room destroy his object
   private void OnUserLeaveRoom(BaseEvent evt) {
      User user = (User)evt.Params["user"];
      Room room = (Room)evt.Params["room"];
            
      PlayerManager.Instance.DestroyEnemy(user.Id);
      Debug.Log("User "+user.Name+" left");
   }
   
   void OnApplicationQuit() {
      UnsubscribeDelegates();
   }
}



So, How to SynchronizerTransform when i playing game on Internet? What is wrong in my code?

Thanks
Deviros
User avatar
Lapo
Site Admin
Posts: 19826
Joined: 21 Mar 2005, 09:50
Location: Italy

Re: 3D person Shooter problem

Postby Lapo » 20 Dec 2013, 18:00

MOVED, Reason: posted in the wrong section.
Lapo
--
gotoAndPlay()
...addicted to flash games

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