NetworkView
【游戏Server中Server的类别】
There are two common and proven approaches to structuring a network game which are known as Authoritative Server and Non-Authoritative Server.
1、Authoritative Server
The authoritative server approach requires the server to perform all world simulation, application of game rules and processing of input from the player clients. Each client sends their input (in the form of keystrokes or requested actions) to the server and continuously receives the current state of the game from the server. The client never makes any changes to the game state itself. Instead, it tells the server what it wants to do, and the server then handles the request and replies to the client to explain what happened as a result.
An advantage of this approach is that it makes cheating much harder for clients. For example, clients do not have the possibility of cheating by telling the server (and thereby other clients) that an enemy has been killed, since they don't get to make that decision by themselves. They can only tell the server that a weapon was fired and from there, it is up to the server to determine whether or not a kill was made.
2、Non-Authoritative Server
与Authoritative Server相反,把逻辑放在客户端。
【Methods of Network Communication】
1、RPC。适合于非频繁的调用。
2、State Synchronization
State Synchronization is used to share data that is constantly changing. The best example of this would be a player's position in an action game. The player is always moving, running around, jumping, etc. All the other players on the network, even the ones that are not controlling this player locally, need to know where he is and what he is doing. By constantly relaying data about this player's position, the game can accurately represent that position to the other players.
【Networking Elements in Unity】
1、Creating a Server:
you simply call Network.InitializeServer() from a script. When you want to connect to an existing server as a client, you call Network.Connect()instead.
2、Network View
Is a Component that sends data across the network. Network Views make your GameObject capable of sending data using RPC calls or State Synchronization.
1)RPC
Are functions declared in scripts that are attached to a GameObject that contains a Network View.
3、Network.Instantiate()
Network.Instantiate() lets you instantiate a prefab on all clients in a natural and easy way. Essentially this is an Instantiate() call, but it performs the instantiation on all clients.
4、State Synchronization有三种取值:

5、RPC的最后一个参数是一个可选的NetworkMessageInfo类型参数:

6、Buffered RPC。
Buffered RPC calls are stored up and executed in the order they were issued for each new client that connects. This can be a useful way to ensure that a latecoming player gets all necessary information to start.
7、RPC注意要点:
1)RPC function names should be unique accross the scene, if two RPC functions in different scripts have the same name only one of them is called when RPC is invoked.
2)RPC calls are always guaranteed to be executed in the same order as they are sent.
8、Networkview的背后:
1)A Network View is identified across the network by its NetworkViewID which is basically just a identifier which is negotiated to be unique among the networked machines. It is represented as a 128 bit number but is automatically compressed down to 16 bits when transferred over the network if possible.
每个客户端的NetworkView通过NetworkViewID惟一标识。
2)Each packet that arrives on the client side needs to be applied to a specific Network View as specified by the NetworkViewID. Using this, Unity can find the right Network View, unpack the data and apply the incoming packet to the Network View’s observed object.
当收到一个数据包时,根据NetworkView的NetworkView的ID来进行派发。
3)If you use Network.Instantiate() to create your Networked objects, you do not need to worry about allocating Network Views and assigning them yourself appropriately. It will all work automatically behind the scenes.
当使用Network.Instantiate(),创建的对象会自动绑定一个NetworkView组件。
NetworkView的更多相关文章
- Unity自带网络功能——NetworkView组件、Serialize、RPC
Unity拥有大量的第三方插件,专门提供了对网络功能的支持.可是,大部分开发人员第一次接触到的还是Unity自带的网络功能,也就是大家常常说到的Unity Networking API.这些API是借 ...
- Unity 编译错误记录
1. 相关代码: NetworkView.RPC ("ReceiveMessage", RPCMode.All, message); 编译输出: Assets/cs/ClientC ...
- 关于Unity的网络框架
注:Unity 5.1里引入了新的网络框架,未来目标应该是WOW那样的,现在还只是个P2P的架子. 网络的框架,无非是如何管理网络数据的收发,通信双方如何约定协议.之前做的框架与GameObject无 ...
- 实现类似QQ对话聊天功能脚本
var skin : GUISkin; var showChat = false;private var inputField = "";private var display = ...
- Unity3D核心类型一览
Unity3D核心类型一览 本文记录了Unity3D的最基本的核心类型.包括Object.GameObject.Component.Transform.Behaviour.Renderer.Colli ...
- 【Unity3D游戏开发】之常用代码 (十二)
//创建一个名为"Player"的游戏物体 //并给他添加刚体和立方体碰撞器. player=new GameObject("Player"); player. ...
- [转]unity3d 脚本参考-技术文档
unity3d 脚本参考-技术文档 核心提示:一.脚本概览这是一个关于Unity内部脚本如何工作的简单概览.Unity内部的脚本,是通过附加自定义脚本对象到游戏物体组成的.在脚本对象内部不同志的函数被 ...
- (转载)MonoBehaviour的事件和具体功能总结
分享一点MonoBehaviour的事件和具体功能总结的基础知识,苦于Visual Studio 2013没有对MonoBehaviour的行为做出智能提示,写个函数都要全手打,记性好的将就着手打,脑 ...
- Unity3D脚本中文系列教程(十二)
http://dong2008hong.blog.163.com/blog/static/4696882720140313545332/ GameObject类,继承自Object Unity场景中所 ...
随机推荐
- S2SH框架中的无刷新验证码功能实现
暑假期间在实验室做使用S2SH框架的项目,其中登录和注册需要验证码,实现了一个没有实现刷新验证码功能的简单版本,代码如下: 1 package com.sem.action; 2 3 import j ...
- Python 字符串相似性的几种度量方法
字符串的相似性比较应用场合很多,像拼写纠错.文本去重.上下文相似性等. 评价字符串相似度最常见的办法就是:把一个字符串通过插入.删除或替换这样的编辑操作,变成另外一个字符串,所需要的最少编辑次数,这种 ...
- Hadoop集群中节点角色定义
Hadoop分别从两个角度将主机划分为两种角色. 最基本的划分原则为Master和Slave,即主人和奴隶: 第一,从HDFS的角度,将主机划分为NameNode和DataNode(在分布式文件系统中 ...
- CS与BS区别
简介:CS即Client/Server(客户机/服务器)结构,C/S结构在技术上很成熟,它的主要特点是交互性强.具有安全的存取模式.网络通信量低.响应速度快.利于处理大量数据.但是该结构的程序是针对性 ...
- IntelliJ IDEA下SVN配置及使用
一.在IDEA中使用SVN,首先需要下载安装 TortoiseSVN 插件. 打开 TortoiseSVN 下载地址,选择适合自己的系统类型下载. 接下来,进行安装即可.选择Modify,默认 com ...
- 剑指offer-第六章面试中的各项能力(和为S的两个数字VS和为S的连续正序列)
题目1:输入一个排序数组和一个值S,输出数组中两个数的和为S的任意一对数. 思路:分别用两个指针指向数组的头start和尾end.如果两个数字之和等于S输出.如果打于,则end--,再次相加.因此循环 ...
- jenkins 重置密码
说明 最近在折腾jenkins,配置用户权限时点错了,选择了安全矩阵后没有添加用户,就保存配置了,然后就报错了,提示没有Overall/Read权限.还有另外一个问题,用户的密码忘记了怎么办? 一 ...
- docker 命令记录
从 Docker 镜像仓库获取镜像的命令是 docker pull.其命令格式为: docker pull [选项] [Docker Registry 地址[:端口号]/]仓库名[:标签] 具体的选项 ...
- 7天学会HTML--HTML综述
一周学会HTML 1.HTML是什么? HTML 指的是超文本标记语言 (Hyper Text Markup Language) 2.HTML发展历程 HTML版本从1.0到4.0不断升级,其版本的规 ...
- 洛谷3004 [USACO10DEC]宝箱Treasure Chest
题目:https://www.luogu.org/problemnew/show/P3004 一眼看上去就是记忆化搜索的dp.像 一双木棋 一样. 结果忘了记忆化.T了5个点. 然后加上记忆化.MLE ...