Merge branch 'master' of github.com:Saltosion/Cyber
This commit is contained in:
commit
32cb913778
@ -1,46 +1,32 @@
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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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public class ClientSyncer : Syncer {
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private const int ChecksumInterval = 10; // Every 10 ticks -> 1 per second
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/// <summary>
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/// Creates a Client syncer, constructor only defined because of inheritance of <see cref="Syncer"/>.
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/// </summary>
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public ClientSyncer() : base(1f / 10) {}
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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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/// <summary>
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/// Performs a client sync tick.
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/// </summary>
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/// <param name="Tick">The number of the tick, which can be used to determine a few things, like when to sync certain things.</param>
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public override void PerformTick(int Tick) {
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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.ClientSyncID = NextSyncID();
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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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@ -21,9 +21,9 @@ namespace Cyber.Networking.Serverside {
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private Spawner Spawner;
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/// <summary>
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/// The Syncer which syncs. <see cref="Syncer"/>
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/// The Syncer which syncs. <see cref="ServerSyncer"/>
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/// </summary>
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public Syncer Syncer;
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public ServerSyncer Syncer;
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private ServerSyncHandler ServerSyncHandler;
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@ -167,7 +167,7 @@ namespace Cyber.Networking.Serverside {
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Shutdown();
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});
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Syncer = gameObject.AddComponent<Syncer>();
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Syncer = gameObject.AddComponent<ServerSyncer>();
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ServerSyncHandler = new ServerSyncHandler(Players);
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85
Assets/Scripts/Networking/Serverside/ServerSyncer.cs
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85
Assets/Scripts/Networking/Serverside/ServerSyncer.cs
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@ -0,0 +1,85 @@
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using Cyber.Entities;
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using Cyber.Networking.Messages;
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using System;
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using System.Collections.Generic;
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namespace Cyber.Networking.Serverside {
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/// <summary>
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/// Keeps stuff in-sync over at clients. Periodically collects stuff that needs to be synced and then sends them on the next 'tick.'
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/// </summary>
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public class ServerSyncer : Syncer {
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private SyncDB Database;
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private List<int> QueuedSyncs = new List<int>();
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private List<int> DirtySyncBases = new List<int>();
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/// <summary>
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/// Creates a Server syncer, constructor only defined because of inheritance of <see cref="Syncer"/>.
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/// </summary>
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public ServerSyncer() : base(1f / 10) {}
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/// <summary>
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/// Mark a SyncBase "Dirty", which makes it eligible to sync.
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/// </summary>
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/// <param name="syncBaseID">The ID of the SyncBase. See <see cref="SyncBase.ID"/></param>
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public void DirtSyncBase(int syncBaseID) {
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if (DirtySyncBases.Contains(syncBaseID)) {
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return;
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}
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DirtySyncBases.Add(syncBaseID);
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}
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/// <summary>
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/// Performs a server sync tick.
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/// </summary>
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/// <param name="Tick">The number of the tick, which can be used to determine a few things, like when to sync certain things.</param>
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public override void PerformTick(int Tick) {
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var Categorized = Database.GetCategorizedDatabase();
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List<int> checksummedIds = new List<int>();
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List<int> checksums = new List<int>();
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foreach (Type type in Categorized.Keys) {
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SyncHandletype Handletype = Database.GetSyncHandletypes()[type];
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if (Tick % Handletype.TickInterval == 0) {
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foreach (int SyncBaseID in Categorized[type]) {
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bool Contains = DirtySyncBases.Contains(SyncBaseID);
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if (Contains == Handletype.RequireHash || Contains) {
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QueueSyncBase(SyncBaseID);
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if (Contains) {
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DirtySyncBases.Remove(SyncBaseID);
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}
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}
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if (Handletype.RequireHash) {
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checksummedIds.Add(SyncBaseID);
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checksums.Add(Database.Get(SyncBaseID).GenerateChecksum());
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}
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}
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}
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}
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if (QueuedSyncs.Count > 0) {
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int[] SyncIDs = QueuedSyncs.ToArray();
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SyncPkt SyncPacket = new SyncPkt(Database, SyncIDs, checksummedIds.ToArray(), checksums.ToArray(), NextSyncID());
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Server.SendToAllByChannel(PktType.Sync, SyncPacket, NetworkChannelID.Unreliable);
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QueuedSyncs.Clear();
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}
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}
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/// <summary>
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/// Queue a SyncBase directly, so it will be synced next time a sync tick is called.
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/// </summary>
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/// <param name="SyncBaseID">The ID of the SyncBase. See <see cref="SyncBase.ID"/></param>
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public void QueueSyncBase(int SyncBaseID) {
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QueuedSyncs.Add(SyncBaseID);
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}
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private void Start() {
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Database = GetComponent<SyncDB>();
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}
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}
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}
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@ -1,100 +0,0 @@
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using Cyber.Console;
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using Cyber.Entities;
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using Cyber.Entities.SyncBases;
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using Cyber.Networking.Messages;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cyber.Networking.Serverside {
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/// <summary>
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/// Keeps stuff in-sync over at clients. Periodically collects stuff that needs to be synced and then sends them on the next 'tick.'
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/// </summary>
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public class Syncer : MonoBehaviour {
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private SyncDB Database;
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private int TickCounter = 0;
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private const float TickInterval = 1f / 10;
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private float TimeSinceLastTick = TickInterval;
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private List<int> QueuedSyncs = new List<int>();
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private List<int> DirtySyncBases = new List<int>();
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private int SyncPacketID = 0;
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/// <summary>
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/// Mark a SyncBase "Dirty", which makes it eligible to sync.
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/// </summary>
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/// <param name="syncBaseID">The ID of the SyncBase. See <see cref="SyncBase.ID"/></param>
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public void DirtSyncBase(int syncBaseID) {
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if (DirtySyncBases.Contains(syncBaseID)) {
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return;
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}
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DirtySyncBases.Add(syncBaseID);
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}
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/// <summary>
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/// Queue a SyncBase directly, so it will be synced next time a sync tick is called.
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/// </summary>
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/// <param name="SyncBaseID">The ID of the SyncBase. See <see cref="SyncBase.ID"/></param>
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public void QueueSyncBase(int SyncBaseID) {
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QueuedSyncs.Add(SyncBaseID);
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}
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private void Start() {
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Database = GetComponent<SyncDB>();
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}
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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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var Categorized = Database.GetCategorizedDatabase();
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List<int> checksummedIds = new List<int>();
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List<int> checksums = new List<int>();
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foreach (Type type in Categorized.Keys) {
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SyncHandletype Handletype = Database.GetSyncHandletypes()[type];
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if (TickCounter % Handletype.TickInterval == 0) {
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foreach (int SyncBaseID in Categorized[type]) {
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bool Contains = DirtySyncBases.Contains(SyncBaseID);
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if (Contains == Handletype.RequireHash || Contains) {
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QueueSyncBase(SyncBaseID);
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if (Contains) {
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DirtySyncBases.Remove(SyncBaseID);
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}
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}
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if (Handletype.RequireHash) {
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checksummedIds.Add(SyncBaseID);
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checksums.Add(Database.Get(SyncBaseID).GenerateChecksum());
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}
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}
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}
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}
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if (QueuedSyncs.Count > 0) {
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int[] SyncIDs = QueuedSyncs.ToArray();
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SyncPkt SyncPacket = new SyncPkt(Database, SyncIDs, checksummedIds.ToArray(), checksums.ToArray(), SyncPacketID++);
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Server.SendToAllByChannel(PktType.Sync, SyncPacket, NetworkChannelID.Unreliable);
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QueuedSyncs.Clear();
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}
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if (TickCounter < int.MaxValue) {
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TickCounter++;
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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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58
Assets/Scripts/Networking/Syncer.cs
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58
Assets/Scripts/Networking/Syncer.cs
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@ -0,0 +1,58 @@
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using UnityEngine;
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namespace Cyber.Networking {
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/// <summary>
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/// An abstract syncer, used by <see cref="Serverside.ServerSyncer"/> and <see cref="Clientside.ClientSyncer"/>.
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/// </summary>
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public abstract class Syncer : MonoBehaviour {
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private int TickCounter = 0;
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private readonly float TickInterval;
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private float TimeSinceLastTick = 0;
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private int SyncPacketID = 0;
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/// <summary>
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/// Initializes the syncer, basically just sets the <see cref="TickInterval"/>.
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/// </summary>
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/// <param name="tickInterval"></param>
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public Syncer(float tickInterval) {
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TickInterval = tickInterval;
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TimeSinceLastTick = tickInterval;
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}
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/// <summary>
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/// Returns the next ID for a sync packet.
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/// </summary>
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/// <returns></returns>
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public int NextSyncID() {
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return SyncPacketID++;
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}
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/// <summary>
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/// Performs a tick on the syncer, called from <see cref="Update"/>.
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/// </summary>
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/// <param name="Tick">The tick number, used to e.g. determine when to sync certain things.</param>
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public abstract void PerformTick(int Tick);
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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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PerformTick(TickCounter);
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if (TickCounter < int.MaxValue) {
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TickCounter++;
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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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12
Assets/Scripts/Networking/Syncer.cs.meta
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12
Assets/Scripts/Networking/Syncer.cs.meta
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fileFormatVersion: 2
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guid: b9778f182f90b2a4291e31b85f12803c
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timeCreated: 1494793021
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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