71 lines
2.2 KiB
C#
71 lines
2.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System;
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using UnityEngine;
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public class SyncDB : MonoBehaviour {
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private static readonly Type[] SyncableClasses = new Type[]{
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typeof(Character)
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};
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private uint IDCounter = 0;
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private Dictionary<uint, SyncBase> Database = new Dictionary<uint, SyncBase>();
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public void AddEntity(GameObject gameObject, uint[] ids) {
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int Index = 0;
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for (int i = 0; i < SyncableClasses.Length; i++) {
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SyncBase Syncable = (SyncBase) gameObject.GetComponent(SyncableClasses[i]);
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if (Syncable != null) {
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Syncable.ID = ids[Index];
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Database[ids[Index++]] = Syncable;
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}
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}
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}
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public uint[] GetEntityIDs(GameObject gameObject, bool newIDs = false) {
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List<uint> IDs = new List<uint>();
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for (int i = 0; i < SyncableClasses.Length; i++) {
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SyncBase Syncable = (SyncBase) gameObject.GetComponent(SyncableClasses[i]);
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if (Syncable != null) {
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if (newIDs) {
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Syncable.ID = CreateID();
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}
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IDs.Add(Syncable.ID);
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}
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}
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uint[] IDArray = new uint[IDs.Count];
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for (int i = 0; i < IDs.Count; i++) {
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IDArray[i] = IDs[i];
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}
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return IDArray;
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}
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public uint[] GetNewEntityIDs(GameObject gameObject) {
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return GetEntityIDs(gameObject, true);
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}
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public SyncBase Get(uint id) {
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return Database[id];
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}
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public uint CreateID() {
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uint ID;
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try {
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ID = IDCounter++;
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} catch (OverflowException) {
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ID = 0;
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IDCounter = 1;
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}
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while (Database.ContainsKey(ID) && ID < uint.MaxValue) {
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ID++;
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if (ID < uint.MaxValue - 1) IDCounter = ID + 1;
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}
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if (Database.ContainsKey(ID)) {
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// Somehow we've managed to fill up the whole database.
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// I can't even imagine why or how.
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Debug.LogError("!!!WARNING!!! The SyncDB is full. Update the game to use longs instead of uints. !!!WARNING!!!");
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}
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return ID;
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}
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}
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