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- #region File Description
- //-----------------------------------------------------------------------------
- // ClientServerGame.cs
- //
- // Microsoft XNA Community Game Platform
- // Copyright (C) Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #endregion
- #region Using Statements
- using System;
- using Microsoft.Xna.Framework;
- using Microsoft.Xna.Framework.GamerServices;
- using Microsoft.Xna.Framework.Graphics;
- using Microsoft.Xna.Framework.Input;
- using Microsoft.Xna.Framework.Net;
- #endregion
- namespace ClientServer
- {
- /// <summary>
- /// Sample showing how to implement a simple multiplayer
- /// network session, using a client/server network topology.
- /// </summary>
- public class ClientServerGame : Microsoft.Xna.Framework.Game
- {
- #region Fields
- const int screenWidth = 1067;
- const int screenHeight = 600;
- const int maxGamers = 16;
- const int maxLocalGamers = 4;
- GraphicsDeviceManager graphics;
- SpriteBatch spriteBatch;
- SpriteFont font;
- KeyboardState currentKeyboardState;
- GamePadState currentGamePadState;
- NetworkSession networkSession;
- PacketWriter packetWriter = new PacketWriter();
- PacketReader packetReader = new PacketReader();
-
- string errorMessage;
- #endregion
- #region Initialization
- public ClientServerGame()
- {
- graphics = new GraphicsDeviceManager(this);
- graphics.PreferredBackBufferWidth = screenWidth;
- graphics.PreferredBackBufferHeight = screenHeight;
- Content.RootDirectory = "Content";
- Components.Add(new GamerServicesComponent(this));
- }
- /// <summary>
- /// Load your content.
- /// </summary>
- protected override void LoadContent()
- {
- spriteBatch = new SpriteBatch(GraphicsDevice);
-
- font = Content.Load<SpriteFont>("Font");
- }
- #endregion
- #region Update
- /// <summary>
- /// Allows the game to run logic.
- /// </summary>
- protected override void Update(GameTime gameTime)
- {
- HandleInput();
- if (networkSession == null)
- {
- // If we are not in a network session, update the
- // menu screen that will let us create or join one.
- UpdateMenuScreen();
- }
- else
- {
- // If we are in a network session, update it.
- UpdateNetworkSession();
- }
- base.Update(gameTime);
- }
- /// <summary>
- /// Menu screen provides options to create or join network sessions.
- /// </summary>
- void UpdateMenuScreen()
- {
- if (IsActive)
- {
- if (Gamer.SignedInGamers.Count == 0)
- {
- // If there are no profiles signed in, we cannot proceed.
- // Show the Guide so the user can sign in.
- Guide.ShowSignIn(maxLocalGamers, false);
- }
- else if (IsPressed(Keys.A, Buttons.A))
- {
- // Create a new session?
- CreateSession();
- }
- else if (IsPressed(Keys.B, Buttons.B))
- {
- // Join an existing session?
- JoinSession();
- }
- }
- }
- /// <summary>
- /// Starts hosting a new network session.
- /// </summary>
- void CreateSession()
- {
- DrawMessage("Creating session...");
- try
- {
- networkSession = NetworkSession.Create(NetworkSessionType.SystemLink,
- maxLocalGamers, maxGamers);
- HookSessionEvents();
- }
- catch (Exception e)
- {
- errorMessage = e.Message;
- }
- }
- /// <summary>
- /// Joins an existing network session.
- /// </summary>
- void JoinSession()
- {
- DrawMessage("Joining session...");
- try
- {
- // Search for sessions.
- using (AvailableNetworkSessionCollection availableSessions =
- NetworkSession.Find(NetworkSessionType.SystemLink,
- maxLocalGamers, null))
- {
- if (availableSessions.Count == 0)
- {
- errorMessage = "No network sessions found.";
- return;
- }
- // Join the first session we found.
- networkSession = NetworkSession.Join(availableSessions[0]);
- HookSessionEvents();
- }
- }
- catch (Exception e)
- {
- errorMessage = e.Message;
- }
- }
- /// <summary>
- /// After creating or joining a network session, we must subscribe to
- /// some events so we will be notified when the session changes state.
- /// </summary>
- void HookSessionEvents()
- {
- networkSession.GamerJoined += GamerJoinedEventHandler;
- networkSession.SessionEnded += SessionEndedEventHandler;
- }
- /// <summary>
- /// This event handler will be called whenever a new gamer joins the session.
- /// We use it to allocate a Tank object, and associate it with the new gamer.
- /// </summary>
- void GamerJoinedEventHandler(object sender, GamerJoinedEventArgs e)
- {
- int gamerIndex = networkSession.AllGamers.IndexOf(e.Gamer);
- e.Gamer.Tag = new Tank(gamerIndex, Content, screenWidth, screenHeight);
- }
- /// <summary>
- /// Event handler notifies us when the network session has ended.
- /// </summary>
- void SessionEndedEventHandler(object sender, NetworkSessionEndedEventArgs e)
- {
- errorMessage = e.EndReason.ToString();
- networkSession.Dispose();
- networkSession = null;
- }
- /// <summary>
- /// Updates the state of the network session, moving the tanks
- /// around and synchronizing their state over the network.
- /// </summary>
- void UpdateNetworkSession()
- {
- // Read inputs for locally controlled tanks, and send them to the server.
- foreach (LocalNetworkGamer gamer in networkSession.LocalGamers)
- {
- UpdateLocalGamer(gamer);
- }
- // If we are the server, update all the tanks and transmit
- // their latest positions back out over the network.
- if (networkSession.IsHost)
- {
- UpdateServer();
- }
- // Pump the underlying session object.
- networkSession.Update();
- // Make sure the session has not ended.
- if (networkSession == null)
- return;
- // Read any incoming network packets.
- foreach (LocalNetworkGamer gamer in networkSession.LocalGamers)
- {
- if (gamer.IsHost)
- {
- ServerReadInputFromClients(gamer);
- }
- else
- {
- ClientReadGameStateFromServer(gamer);
- }
- }
- }
- /// <summary>
- /// Helper for updating a locally controlled gamer.
- /// </summary>
- void UpdateLocalGamer(LocalNetworkGamer gamer)
- {
- // Look up what tank is associated with this local player,
- // and read the latest user inputs for it. The server will
- // later use these values to control the tank movement.
- Tank localTank = gamer.Tag as Tank;
- ReadTankInputs(localTank, gamer.SignedInGamer.PlayerIndex);
- // Only send if we are not the server. There is no point sending packets
- // to ourselves, because we already know what they will contain!
- if (!networkSession.IsHost)
- {
- // Write our latest input state into a network packet.
- packetWriter.Write(localTank.TankInput);
- packetWriter.Write(localTank.TurretInput);
- // Send our input data to the server.
- gamer.SendData(packetWriter,
- SendDataOptions.InOrder, networkSession.Host);
- }
- }
- /// <summary>
- /// This method only runs on the server. It calls Update on all the
- /// tank instances, both local and remote, using inputs that have
- /// been received over the network. It then sends the resulting
- /// tank position data to everyone in the session.
- /// </summary>
- void UpdateServer()
- {
- // Loop over all the players in the session, not just the local ones!
- foreach (NetworkGamer gamer in networkSession.AllGamers)
- {
- // Look up what tank is associated with this player.
- Tank tank = gamer.Tag as Tank;
- // Update the tank.
- tank.Update();
- // Write the tank state into the output network packet.
- packetWriter.Write(gamer.Id);
- packetWriter.Write(tank.Position);
- packetWriter.Write(tank.TankRotation);
- packetWriter.Write(tank.TurretRotation);
- }
- // Send the combined data for all tanks to everyone in the session.
- LocalNetworkGamer server = (LocalNetworkGamer)networkSession.Host;
- server.SendData(packetWriter, SendDataOptions.InOrder);
- }
- /// <summary>
- /// This method only runs on the server. It reads tank inputs that
- /// have been sent over the network by a client machine, storing
- /// them for later use by the UpdateServer method.
- /// </summary>
- void ServerReadInputFromClients(LocalNetworkGamer gamer)
- {
- // Keep reading as long as incoming packets are available.
- while (gamer.IsDataAvailable)
- {
- NetworkGamer sender;
- // Read a single packet from the network.
- gamer.ReceiveData(packetReader, out sender);
- if (!sender.IsLocal)
- {
- // Look up the tank associated with whoever sent this packet.
- Tank remoteTank = sender.Tag as Tank;
- // Read the latest inputs controlling this tank.
- remoteTank.TankInput = packetReader.ReadVector2();
- remoteTank.TurretInput = packetReader.ReadVector2();
- }
- }
- }
- /// <summary>
- /// This method only runs on client machines. It reads
- /// tank position data that has been computed by the server.
- /// </summary>
- void ClientReadGameStateFromServer(LocalNetworkGamer gamer)
- {
- // Keep reading as long as incoming packets are available.
- while (gamer.IsDataAvailable)
- {
- NetworkGamer sender;
- // Read a single packet from the network.
- gamer.ReceiveData(packetReader, out sender);
- // This packet contains data about all the players in the session.
- // We keep reading from it until we have processed all the data.
- while (packetReader.Position < packetReader.Length)
- {
- // Read the state of one tank from the network packet.
- byte gamerId = packetReader.ReadByte();
- Vector2 position = packetReader.ReadVector2();
- float tankRotation = packetReader.ReadSingle();
- float turretRotation = packetReader.ReadSingle();
- // Look up which gamer this state refers to.
- NetworkGamer remoteGamer = networkSession.FindGamerById(gamerId);
- // This might come back null if the gamer left the session after
- // the host sent the packet but before we received it. If that
- // happens, we just ignore the data for this gamer.
- if (remoteGamer != null)
- {
- // Update our local state with data from the network packet.
- Tank tank = remoteGamer.Tag as Tank;
- tank.Position = position;
- tank.TankRotation = tankRotation;
- tank.TurretRotation = turretRotation;
- }
- }
- }
- }
- #endregion
- #region Draw
- /// <summary>
- /// This is called when the game should draw itself.
- /// </summary>
- protected override void Draw(GameTime gameTime)
- {
- GraphicsDevice.Clear(Color.CornflowerBlue);
- if (networkSession == null)
- {
- // If we are not in a network session, draw the
- // menu screen that will let us create or join one.
- DrawMenuScreen();
- }
- else
- {
- // If we are in a network session, draw it.
- DrawNetworkSession();
- }
- base.Draw(gameTime);
- }
- /// <summary>
- /// Draws the startup screen used to create and join network sessions.
- /// </summary>
- void DrawMenuScreen()
- {
- string message = string.Empty;
- if (!string.IsNullOrEmpty(errorMessage))
- message += "Error:\n" + errorMessage.Replace(". ", ".\n") + "\n\n";
- message += "A = create session\n" +
- "B = join session";
- spriteBatch.Begin();
- spriteBatch.DrawString(font, message, new Vector2(161, 161), Color.Black);
- spriteBatch.DrawString(font, message, new Vector2(160, 160), Color.White);
-
- spriteBatch.End();
- }
- /// <summary>
- /// Draws the state of an active network session.
- /// </summary>
- void DrawNetworkSession()
- {
- spriteBatch.Begin();
- // For each person in the session...
- foreach (NetworkGamer gamer in networkSession.AllGamers)
- {
- // Look up the tank object belonging to this network gamer.
- Tank tank = gamer.Tag as Tank;
- // Draw the tank.
- tank.Draw(spriteBatch);
- // Draw a gamertag label.
- string label = gamer.Gamertag;
- Color labelColor = Color.Black;
- Vector2 labelOffset = new Vector2(100, 150);
- if (gamer.IsHost)
- label += " (server)";
- // Flash the gamertag to yellow when the player is talking.
- if (gamer.IsTalking)
- labelColor = Color.Yellow;
- spriteBatch.DrawString(font, label, tank.Position, labelColor, 0,
- labelOffset, 0.6f, SpriteEffects.None, 0);
- }
- spriteBatch.End();
- }
- /// <summary>
- /// Helper draws notification messages before calling blocking network methods.
- /// </summary>
- void DrawMessage(string message)
- {
- if (!BeginDraw())
- return;
- GraphicsDevice.Clear(Color.CornflowerBlue);
- spriteBatch.Begin();
- spriteBatch.DrawString(font, message, new Vector2(161, 161), Color.Black);
- spriteBatch.DrawString(font, message, new Vector2(160, 160), Color.White);
- spriteBatch.End();
- EndDraw();
- }
-
- #endregion
- #region Handle Input
- /// <summary>
- /// Handles input.
- /// </summary>
- private void HandleInput()
- {
- currentKeyboardState = Keyboard.GetState();
- currentGamePadState = GamePad.GetState(PlayerIndex.One);
- // Check for exit.
- if (IsActive && IsPressed(Keys.Escape, Buttons.Back))
- {
- Exit();
- }
- }
- /// <summary>
- /// Checks if the specified button is pressed on either keyboard or gamepad.
- /// </summary>
- bool IsPressed(Keys key, Buttons button)
- {
- return (currentKeyboardState.IsKeyDown(key) ||
- currentGamePadState.IsButtonDown(button));
- }
- /// <summary>
- /// Reads input data from keyboard and gamepad, and stores
- /// it into the specified tank object.
- /// </summary>
- void ReadTankInputs(Tank tank, PlayerIndex playerIndex)
- {
- // Read the gamepad.
- GamePadState gamePad = GamePad.GetState(playerIndex);
- Vector2 tankInput = gamePad.ThumbSticks.Left;
- Vector2 turretInput = gamePad.ThumbSticks.Right;
- // Read the keyboard.
- KeyboardState keyboard = Keyboard.GetState(playerIndex);
- if (keyboard.IsKeyDown(Keys.Left))
- tankInput.X = -1;
- else if (keyboard.IsKeyDown(Keys.Right))
- tankInput.X = 1;
- if (keyboard.IsKeyDown(Keys.Up))
- tankInput.Y = 1;
- else if (keyboard.IsKeyDown(Keys.Down))
- tankInput.Y = -1;
- if (keyboard.IsKeyDown(Keys.A))
- turretInput.X = -1;
- else if (keyboard.IsKeyDown(Keys.D))
- turretInput.X = 1;
- if (keyboard.IsKeyDown(Keys.W))
- turretInput.Y = 1;
- else if (keyboard.IsKeyDown(Keys.S))
- turretInput.Y = -1;
- // Normalize the input vectors.
- if (tankInput.Length() > 1)
- tankInput.Normalize();
- if (turretInput.Length() > 1)
- turretInput.Normalize();
- // Store these input values into the tank object.
- tank.TankInput = tankInput;
- tank.TurretInput = turretInput;
- }
- #endregion
- }
- #region Entry Point
- /// <summary>
- /// The main entry point for the application.
- /// </summary>
- static class Program
- {
- static void Main()
- {
- using (ClientServerGame game = new ClientServerGame())
- {
- game.Run();
- }
- }
- }
- #endregion
- }
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