Creating the Client Behavior in Visual Studio .NET

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Creating the Client Behavior
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The client behavior looks very similar to the server:
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Player2.Update(this); writer.Write('P'); writer.Write(Player2.XPos); writer.Write(Player2.YPos); LocalNetworkGamer localPlayer = session.LocalGamers[0]; localPlayer.SendData(writer, SendDataOptions.ReliableInOrder); while (localPlayer.IsDataAvailable) { NetworkGamer sender; localPlayer.ReceiveData(reader, out sender); char messageType = reader.ReadChar(); if (messageType == 'H') { Cheese.XPos = reader.ReadSingle(); Cheese.YPos = reader.ReadSingle();
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Part III Writing Proper Games
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Player1.XPos = reader.ReadSingle(); Player1.YPos = reader.ReadSingle(); displayMessage = reader.ReadString(); } } session.Update();
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First, the player 2 bat is updated, and then its position is sent to the host in a packet starting with the character P. Then the code looks for a message that starts with H, which it can use to set the position of the cheese, player 1 bat, and the message to be displayed. Note that the Update method on the network session is also called to keep the network active.
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The Completed Game
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The completed game works well, although it is not without its faults. The screen dimensions of the two systems being used must be the same because the present version passes the position of the items in terms of absolute screen coordinates. However, it would be comparatively easy to perform some scaling of these values. Another slight problem is that because the host system performs all collision detection, it is the only system that makes sounds. However, it would be quite easy to extend the design of the messages sent from the host to include information to tell the client to play particular sound effects. Sample Code: 03 Networked Pong Game The samp e project n the 03 Networked Pong
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Game d rectory n the resources for th s chapter conta ns a fu y work ng vers on of the game that prov des networked gamep ay for PC or Xbox 360
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Conclusion
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You have learned a lot in this chapter, starting with a quick introduction to the way that networks operate and then moving on to consider how Xbox Live uses the network to provide to multi-player games the profile of the gamers that use it. You have seen how the Guide can be used on Windows PCs to allow XNA gamers to create their own gamer profiles and store them on their systems. You have also seen how a system can use a state machine to set up a lobby and wait for players to turn up and take part in a game. Finally, you have seen how to format data so that it can be passed from one system to another during game play and how to set up a server and client arrangement that can serve as the basis of any kind of networked game. All in all, not a bad place to end up.
16
Creating Multi-Player Networked Games
Review Questions
And now we end with some review questions that should separate the networkers from the notworkers. 1. Networks are made using wet string. 2. Every station on a particular network must have a unique address. 3. Messages sent over a network to your system cannot be received by other systems. 4. You can use XNA network gaming without a gamer profile. 5. A router is connected to only one network. 6. You can create the Internet in your front room. 7. XNA cannot be used to create games that provide full Xbox Live network game play to gamers all round the world. 8. The XNA NetworkSession class drives the network gameplay in a multi-player XNA game. 9. Only two players can take part in a network game. 10. A state machine can be used to store the score gained in a network game. 11. One XNA system must create a session that others can join to play a networked game. 12. An event is a way of attracting the attention of a program. 13. A delegate is a type-safe reference to a method in an object. 14. XNA games can only transfer floating-point values between each other when playing network games. 15. In a server-client network game configuration, the clients send information to each other about the state of the game.
Microsoft XNA Game Studio 4.0: Learning Programming Now!
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