Cyber/Assets/Scripts/Entities/SyncDB.cs

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C#
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using System.Collections.Generic;
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using System;
using UnityEngine;
using Cyber.Networking.Serverside;
using Cyber.Entities.SyncBases;
using Cyber.Console;
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namespace Cyber.Entities {
/// <summary>
/// A database of the game's all syncable components. Syncable components are
/// the instances of the subclasses of <see cref="SyncBase"/>.
/// </summary>
public class SyncDB : MonoBehaviour {
private static readonly Type[] SyncableClasses = new Type[] {
typeof(Character),
typeof(Inventory),
typeof(Button),
typeof(Door),
typeof(Computer)
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};
private int IDCounter = 0;
private Dictionary<int, SyncBase> Database = new Dictionary<int, SyncBase>();
private Dictionary<Type, List<int>> CategorizedDatabase = new Dictionary<Type, List<int>>();
private Dictionary<Type, SyncHandletype> SyncHandletypes = new Dictionary<Type, SyncHandletype>();
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private List<int> StaticSyncBaseIDList = new List<int>();
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/// <summary>
/// Add an entity to the database with the given IDs.
/// </summary>
/// <param name="gameObject">Game object.</param>
/// <param name="ids">The IDs. Should be from <see cref="GetEntityIDs"/> or
/// <see cref="GetNewEntityIDs"/>, since the order is important.</param>
public void AddEntity(GameObject gameObject, int[] ids) {
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int Index = 0;
for (int i = 0; i < SyncableClasses.Length; i++) {
SyncBase Syncable = (SyncBase)gameObject.GetComponent(SyncableClasses[i]);
if (Syncable != null) {
Syncable.ID = ids[Index++];
AddSyncBaseToDatabase(Syncable);
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}
}
}
/// <summary>
/// Clears the given gameobject's <see cref="SyncBase"/>s from the Database.
/// </summary>
/// <param name="gameObject">The GameObject to remove.</param>
public void RemoveEntity(GameObject gameObject) {
for (int i = 0; i < SyncableClasses.Length; i++) {
SyncBase Syncable = (SyncBase) gameObject.GetComponent(SyncableClasses[i]);
if (Syncable != null) {
Database.Remove(Syncable.ID);
if (Server.IsRunning()) {
CategorizedDatabase[Syncable.GetType()].RemoveAll(x => x == Syncable.ID);
}
}
}
}
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/// <summary>
/// Makes an ordered list of the given gameobject's syncable components'
/// IDs.
/// </summary>
/// <returns>The IDs.</returns>
/// <param name="gameObject">Game object.</param>
/// <param name="newIDs">Whether or not new IDs are created.
/// <see cref="GetNewEntityIDs"/> is a shorthand for this function with
/// this parameter set to true.</param>
public int[] GetEntityIDs(GameObject gameObject, bool newIDs = false) {
List<int> IDs = new List<int>();
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for (int i = 0; i < SyncableClasses.Length; i++) {
SyncBase Syncable = (SyncBase)gameObject.GetComponent(SyncableClasses[i]);
if (Syncable != null) {
if (newIDs) {
Syncable.ID = CreateID();
}
IDs.Add(Syncable.ID);
}
}
int[] IDArray = new int[IDs.Count];
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for (int i = 0; i < IDs.Count; i++) {
IDArray[i] = IDs[i];
}
return IDArray;
}
/// <summary>
/// Creates an ordered list of the given gameobject's syncable components'
/// IDs. See <see cref="GetEntityIDs"/> for more information.
/// </summary>
/// <returns>The new IDs.</returns>
/// <param name="gameObject">Game object.</param>
public int[] GetNewEntityIDs(GameObject gameObject) {
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return GetEntityIDs(gameObject, true);
}
/// <summary>
/// Get a synced component by its ID.
/// </summary>
/// <param name="id">The ID.</param>
public SyncBase Get(int id) {
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if (!Database.ContainsKey(id)) {
return null;
}
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return Database[id];
}
/// <summary>
/// Gives the database categorized into lists of their types.
/// </summary>
/// <returns>A dictionary of categorized SyncBases.</returns>
public Dictionary<Type, List<int>> GetCategorizedDatabase() {
return CategorizedDatabase;
}
/// <summary>
/// Gets the Sync Handletypes currently known by the SyncDB.
/// </summary>
/// <returns>The Sync Handletypes by Type.</returns>
public Dictionary<Type, SyncHandletype> GetSyncHandletypes() {
return SyncHandletypes;
}
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/// <summary>
/// Creates a new ID which isn't in use yet.
/// </summary>
/// <returns>A new, free ID.</returns>
public int CreateID() {
int ID;
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try {
ID = IDCounter++;
} catch (OverflowException) {
ID = 0;
IDCounter = 1;
}
while (Database.ContainsKey(ID) && ID < int.MaxValue) {
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ID++;
if (ID < int.MaxValue - 1)
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IDCounter = ID + 1;
}
if (Database.ContainsKey(ID)) {
// Somehow we've managed to fill up the whole database.
// I can't even imagine why or how.
Debug.LogError("!!!WARNING!!! The SyncDB is full. Update the game to use longs instead of uints. !!!WARNING!!!");
}
return ID;
}
/// <summary>
/// Sets static objects for all objects in the world. This method should be called once per game launch ever.
/// </summary>
/// <param name="idList">The list of id's to be set. If null, will create new ids.</param>
public void SetStaticObjectsIDs(int[] idList = null) {
SyncBase[] SyncBases = GameObject.Find("/StaticWorld").GetComponentsInChildren<SyncBase>();
Array.Sort(SyncBases, (a, b) => {
Vector3 APos = a.gameObject.transform.position;
float AComparison = APos.x * 677 + APos.y * 881 + APos.z * 313 + Array.IndexOf(SyncableClasses, a) * 463;
Vector3 BPos = b.gameObject.transform.position;
float BComparison = BPos.x * 677 + BPos.y * 881 + BPos.z * 313 + Array.IndexOf(SyncableClasses, b) * 463;
return AComparison.CompareTo(BComparison);
});
if (idList == null) {
foreach (SyncBase SyncBase in SyncBases) {
SyncBase.ID = CreateID();
AddSyncBaseToDatabase(SyncBase);
StaticSyncBaseIDList.Add(SyncBase.ID);
}
} else {
for (int i = 0; i < Math.Min(SyncBases.Length, idList.Length); i++) {
SyncBases[i].ID = idList[i];
AddSyncBaseToDatabase(SyncBases[i]);
}
}
}
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/// <summary>
/// Returns the list of id's on the static objects that exist on the world by default.
/// </summary>
/// <returns></returns>
public int[] GetStaticSyncBaseIDList() {
return StaticSyncBaseIDList.ToArray();
}
private void AddSyncBaseToDatabase(SyncBase syncBase) {
Database[syncBase.ID] = syncBase;
if (Server.IsRunning()) {
Type Type = syncBase.GetType();
if (!CategorizedDatabase.ContainsKey(Type)) {
CategorizedDatabase.Add(Type, new List<int>());
SyncHandletypes.Add(Type, syncBase.GetSyncHandletype());
}
CategorizedDatabase[Type].Add(syncBase.ID);
}
}
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}
}