NETPLY模块删掉一堆方法,先外部直接改数据,玩家会根据状态更换样式
游戏开始/结束时自主同步正确的服务端玩家状态
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@@ -37,7 +37,7 @@ function NET.connectLost()
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while SCN.stack[#SCN.stack-1]~='main' and #SCN.stack>0 do SCN.pop() end
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SCN.back()
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end
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function NET.freshRoomState()
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function NET.freshRoomAllReady()
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local playCount,readyCount=0,0
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for j=1,#NETPLY.list do
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if NETPLY.list[j].playMode=='Gamer' then playCount=playCount+1 end
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@@ -549,8 +549,8 @@ end
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function NET.player_joinGroup(gid)
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wsSend(actMap.player_joinGroup,gid)
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end
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function NET.player_setReadyMode(mode)
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wsSend(actMap.player_setReadyMode,mode)
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function NET.player_setReady(isReady)
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wsSend(actMap.player_setReadyMode,isReady)
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end
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function NET.player_setHost(pid)
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wsSend(actMap.player_setHost,{
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@@ -660,7 +660,7 @@ function NET.wsCallBack.room_remove()
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_playerLeaveRoom(USER.uid)
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end
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function NET.wsCallBack.player_updateConf(body)
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NETPLY.setConf(body.data.playerId,body.data.config)
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NETPLY.map[body.data.playerId].config=body.data.config
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end
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function NET.wsCallBack.player_finish(body)-- TODO
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end
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@@ -674,10 +674,12 @@ function NET.wsCallBack.player_stream(body)
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_pumpStream(body.data)
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end
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function NET.wsCallBack.player_setPlayMode(body)
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NETPLY.setPlayMode(body.data.playerId,body.data.type)
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NETPLY.map[body.data.playerId].playMode=body.data.type
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NET.freshRoomAllReady()
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end
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function NET.wsCallBack.player_setReadyMode(body)
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NETPLY.setReadyMode(body.data.playerId,body.data.isReady and 'Ready' or 'Standby')
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NETPLY.map[body.data.playerId].readyMode=body.data.isReady and 'Ready' or 'Standby'
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NET.freshRoomAllReady()
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end
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function NET.wsCallBack.match_finish()
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TASK.new(function()
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@@ -687,8 +689,14 @@ function NET.wsCallBack.match_finish()
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end
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function NET.wsCallBack.match_ready()-- TODO
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end
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function NET.wsCallBack.match_start()
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function NET.wsCallBack.match_start(body)
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TASK.lock('netPlaying')
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if body.data then
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NET.seed=body.data
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else
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NET.seed=0
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MES.new("error",'No seed received')
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end
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end
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function NET.ws_connect()
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