48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
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using Cyber.Networking.Messages;
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using UnityEngine;
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namespace Cyber.Networking.Clientside {
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/// <summary>
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/// Syncer used on the clientside which sends sync packets from the client to the server containing their movement direction, rotation and possible checksums.
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/// </summary>
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public class ClientSyncer : MonoBehaviour {
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private const int ChecksumInterval = 10; // Every 10 ticks -> 1 per second
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private const float TickInterval = 1 / 10f;
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private float TimeSinceLastTick = TickInterval;
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private int TickCounter = 0;
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private int SyncIDCounter = 0;
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private void Update() {
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TimeSinceLastTick += Time.deltaTime;
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if (TimeSinceLastTick >= TickInterval) {
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ClientSyncPkt SyncPkt = new ClientSyncPkt();
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if (TickCounter % ChecksumInterval == 0) {
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// Add checksums
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}
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var PlayerCharacter = Client.GetConnectedPlayer().Character;
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SyncPkt.ClientSyncID = SyncIDCounter++;
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SyncPkt.MoveDirection = PlayerCharacter.GetMovementDirection();
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SyncPkt.Rotation = PlayerCharacter.GetRotation();
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Client.SendByChannel(PktType.ClientSync, SyncPkt, NetworkChannelID.Unreliable);
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if (TickCounter < int.MaxValue) {
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TickCounter += 1;
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} else {
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TickCounter = 0;
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}
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TimeSinceLastTick -= TickInterval;
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}
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}
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}
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}
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