Zinx Application - MMO Game Case Study
English | 简体中文
0. MMO Game Client Source Code
https://github.com/aceld/mmo_game_client
1.Introduction to the Application Case
"In the previous chapters, we have completed some of the core functionalities of the Zinx framework. Now, we are going to build a server-side application based on Zinx. To illustrate this, we will use a game application server as an example of Zinx's practical application."
The game scenario is an MMO (Massively Multiplayer Online) game with a Unity3D client. The server-side demo implements essential modules of an MMO game, including AOI (Area Of Interest) based broadcasting and global chat.

2.Server Application Basic Protocols
| MsgID |
Client |
Server |
描述 |
| 1 |
- |
SyncPid |
Synchronize the player's login ID (used for player ID). |
| 2 |
Talk |
- |
World chat. |
| 3 |
MovePackege |
- |
Movement. |
| 200 |
- |
BroadCast |
Broadcast messages (Tp 1: world chat, 2: coordinates synchronization (spawn point sync), 3: action, 4: updated coordinates after movement). |
| 201 |
- |
SyncPid |
Broadcast messages for disconnect/aoi disappearance. |
| 202 |
- |
SyncPlayers |
Synchronize the position information of nearby players (including oneself). |
3. Zinx Documentation
< Zinx Wiki : English >
< Zinx 文档 : 简体中文>
4.Tutorial
4.1 Online Tutorial
4.2 Online Tutorial Video
关于作者:
作者:Aceld(刘丹冰)
简书号:IT无崖子
mail:
danbing.at@gmail.com
github:
https://github.com/aceld
原创书籍gitbook:
http://legacy.gitbook.com/@aceld
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