using System; namespace ET.Client { [MessageHandler(SceneType.LockStep)] public class OneFrameInputsHandler: AMHandler { protected override async ETTask Run(Session session, OneFrameInputs input) { Room room = session.DomainScene().GetComponent(); FrameBuffer frameBuffer = room.FrameBuffer; int frame = room.AuthorityFrame + 1; ++room.AuthorityFrame; // 服务端返回的消息比预测的还早 if (room.AuthorityFrame > room.PredictionFrame) { OneFrameInputs authorityFrame = frameBuffer.FrameInputs(room.AuthorityFrame); input.CopyTo(authorityFrame); return; } // 服务端返回来的消息,跟预测消息对比 OneFrameInputs predictionInput = frameBuffer.FrameInputs(frame); // 对比失败有两种可能, // 1是别人的输入预测失败,这种很正常, // 2 自己的输入对比失败,这种情况是自己发送的消息比服务器晚到了,服务器使用了你的上一次输入 // 回滚重新预测的时候,自己的输入不用变化 if (input != predictionInput) { input.CopyTo(predictionInput); // 回滚到frameBuffer.AuthorityFrame LSHelper.Rollback(room, room.AuthorityFrame); } // 回收消息,减少GC NetServices.Instance.RecycleMessage(input); await ETTask.CompletedTask; } } }