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clientServerGame

Initialization
Instantiate graphics device
manager object.

Update()
called once per
frame

HandleInputs()
Checks for user
exit from program

UpdateMenuScreen()
No Yes
Displays options to Is network session
UpdateNetworkSession()
create/join a active?
systemlink game

base.Update()
calls Draw() which draws the
current game state onto the screen
UpdateMenuScreen()

Is game active? No No No
Is there a signed in local
(not minimized & input Is A key pressed? Is B key pressed?
gamer?
focus)

No yes yes yes

Guide.ShowSignIn() CreateSession() JoinSession()


creates a network joins a network session &
displays xbox/
windows live sign in session & hooks network hooks network session
session events events

RETURN

If host
networkSession.Update()
For each UpdateServer()
UpdateNetworkSession() updates the state of the multiplayer
LocalNetworkGamer update simulation on server
session.
and send updates to clients

UpdateLocalGamer()
read player inputs and Is Host?
send to server

ServerReadInputFromClients() ClientReadGameStateFromServer()
Server reads network packets from Client reads network packets from the
clients(user updates) and stores the updates server that contain current state of each
on the corresponding gamer.tag object gamer.tag object. The client then updates
(does not simulate with new inputs yet) the gamer.tag objects.

RETURN

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