diff --git a/TestVelGameServer/Assets/NetworkObject.cs b/TestVelGameServer/Assets/VelGameServer/NetworkObject.cs similarity index 100% rename from TestVelGameServer/Assets/NetworkObject.cs rename to TestVelGameServer/Assets/VelGameServer/NetworkObject.cs diff --git a/TestVelGameServer/Assets/NetworkObject.cs.meta b/TestVelGameServer/Assets/VelGameServer/NetworkObject.cs.meta similarity index 100% rename from TestVelGameServer/Assets/NetworkObject.cs.meta rename to TestVelGameServer/Assets/VelGameServer/NetworkObject.cs.meta diff --git a/TestVelGameServer/Assets/NetworkSyncable.cs b/TestVelGameServer/Assets/VelGameServer/NetworkSyncable.cs similarity index 100% rename from TestVelGameServer/Assets/NetworkSyncable.cs rename to TestVelGameServer/Assets/VelGameServer/NetworkSyncable.cs diff --git a/TestVelGameServer/Assets/NetworkSyncable.cs.meta b/TestVelGameServer/Assets/VelGameServer/NetworkSyncable.cs.meta similarity index 100% rename from TestVelGameServer/Assets/NetworkSyncable.cs.meta rename to TestVelGameServer/Assets/VelGameServer/NetworkSyncable.cs.meta diff --git a/TestVelGameServer/Assets/SyncTransform.cs b/TestVelGameServer/Assets/VelGameServer/SyncTransform.cs similarity index 100% rename from TestVelGameServer/Assets/SyncTransform.cs rename to TestVelGameServer/Assets/VelGameServer/SyncTransform.cs diff --git a/TestVelGameServer/Assets/SyncTransform.cs.meta b/TestVelGameServer/Assets/VelGameServer/SyncTransform.cs.meta similarity index 100% rename from TestVelGameServer/Assets/SyncTransform.cs.meta rename to TestVelGameServer/Assets/VelGameServer/SyncTransform.cs.meta diff --git a/TestVelGameServer/Assets/TestNetworkedGameObject.prefab b/TestVelGameServer/Assets/VelGameServer/TestNetworkedGameObject.prefab similarity index 100% rename from TestVelGameServer/Assets/TestNetworkedGameObject.prefab rename to TestVelGameServer/Assets/VelGameServer/TestNetworkedGameObject.prefab diff --git a/TestVelGameServer/Assets/TestNetworkedGameObject.prefab.meta b/TestVelGameServer/Assets/VelGameServer/TestNetworkedGameObject.prefab.meta similarity index 100% rename from TestVelGameServer/Assets/TestNetworkedGameObject.prefab.meta rename to TestVelGameServer/Assets/VelGameServer/TestNetworkedGameObject.prefab.meta diff --git a/server_basics.txt b/server_basics.txt index 106799f..21f1628 100644 --- a/server_basics.txt +++ b/server_basics.txt @@ -25,7 +25,7 @@ Send message - You can say "all", "others", or list specific users that should r 3:1:Message\n - all in room 3:2:Message\n - others in the room, at once, meaning order is maintained 3:3:Message\n - all in room, order maintained -3:4:u1:u2...:uN:Message\n - others +(todo) 3:4:u1:u2...:uN:Message\n - others OUTGOING MESSAGES (send by server) @@ -40,15 +40,25 @@ rooms - a list of rooms on the server, with counts 3:user_id:Message\n - message from sender user_id -4:user_id\n - You are the master client +4:user_id\n - New master client + + Unity-side. Instantiate message creates a network id, assigning that player as owner ---A network id is a simple number + the creator server id, which uniquely identifies it +--A network id is a creator_id + incrementing number, which uniquely identifies it. -1 is used for scene objects. Take ownership reassigns a player as owner. Must use the order_maintained parts above. Update network id sends a packet to specifically serialize parts of an object that have changed. A change flag indicates what parts have changed. +Todo: + +Scene objects that are destroyed need to be buffered to new clients. +No physics yet +Need to address what happens when you join a new room +Documentation + +