using Cyber.Entities;
using Cyber.Entities.SyncBases;
using Cyber.Networking.Messages;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Cyber.Networking.Serverside {
///
/// Keeps stuff in-sync over at clients. Periodically collects stuff that needs to be synced and then sends them on the next 'tick.'
///
public class Syncer : MonoBehaviour {
private SyncDB Database;
private int TickCounter = 0;
private const float TickInterval = 1f / 10;
private float TimeSinceLastTick = TickInterval;
private List QueuedSyncs = new List();
private List DirtySyncBases = new List();
private int SyncPacketID = 0;
///
/// Mark a SyncBase "Dirty", which makes it eligible to sync.
///
/// The ID of the SyncBase. See
public void DirtSyncBase(int syncBaseID) {
DirtySyncBases.Add(syncBaseID);
}
///
/// Queue a SyncBase directly, so it will be synced next time a sync tick is called.
///
/// The ID of the SyncBase. See
public void QueueSyncBase(int SyncBaseID) {
QueuedSyncs.Add(SyncBaseID);
}
private void Start() {
Database = GetComponent();
}
private void Update() {
TimeSinceLastTick += Time.deltaTime;
if (TimeSinceLastTick >= TickInterval) {
var Categorized = Database.GetCategorizedDatabase();
foreach (Type type in Categorized.Keys) {
SyncHandletype Handletype = Database.GetSyncHandletypes()[type];
if (TickCounter % Handletype.TickInterval == 0) {
foreach (int SyncBaseID in Categorized[type]) {
if (DirtySyncBases.Contains(SyncBaseID)) {
QueueSyncBase(SyncBaseID);
}
}
}
}
if (QueuedSyncs.Count > 0) {
int[] SyncIDs = QueuedSyncs.ToArray();
SyncPkt SyncPacket = new SyncPkt(Database, SyncIDs, SyncPacketID++);
Server.SendToAllByChannel(PktType.Sync, SyncPacket, NetworkChannelID.Unreliable);
QueuedSyncs.Clear();
DirtySyncBases.Clear();
}
if (Categorized.ContainsKey(typeof(Character))) {
foreach (int i in Categorized[typeof(Character)]) {
DirtSyncBase(i);
}
}
if (TickCounter < int.MaxValue) {
TickCounter++;
} else {
TickCounter = 0;
}
TimeSinceLastTick -= TickInterval;
}
}
}
}