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remote-gaming-package

v0.0.6

Published

provide cloud gaming essentials.

Downloads

3

Readme

Pong RGP Edition

运算分配

| Task | Assignment | | ----------- | ---------- | | Input | 客户端 | | 游戏树 | 服务端 | | Timer | 服务端 | | 渲染 - 指令 | 服务端 | | 渲染 - 执行 | 客户端 |

里程碑

  1. 定义业务数据结构
    • MousePos:代表鼠标位置
      • x、y,共 3 字节
    • DrawRect:代表绘制操作
      • x、y,共 3 字节
      • width、height,共 2 字节
      • score、buffer,共 1 字节
      • score 代表得分,buffer 代表是否延迟绘制

说明

用户移动鼠标时,向服务端发送 MousePos,服务器渲染画面时,向客户端发送 DrawRect。x、y 表示坐标,width、height 表示矩形宽高,当两者相等时按圆形绘制。

x、y 为 12 位无符号整数,width、height 为 8 位无符号整数。score 和 buffer 合并起来算一个字节,buffer 占符号位,只有 0 和 1,剩下 7 位留给 score,即个人最高得分为 127。

当 buffer 为 1 时,绘制指令在客户端做缓存,当 buffer 为 0 时,客户端刷掉画面,一次性执行完所有已缓存的绘制指令。buffer 位的设计,是为了减少画面撕裂、俗称“垂直同步”。

  1. 客户端完成 DrawRect 的实现,以及缓存渲染指令的设计,服务端 60帧 循环发送渲染指令,测试网络模型和图形渲染正常工作
  2. 服务端完成游戏树的定义、Timer、以及假渲染的实现,跑通单人 Pong 游戏的实现
  3. 服务端完成多客户端的管理,实现当第 2 个人加入时变成双人游戏,跑通 Pong 完全体
  4. 将 webserver 和 gameserver 打包进 docker 容器,部署到腾讯云