Cyber/Assets/Scripts/Networking/Clientside/SyncHandler.cs

59 lines
2.0 KiB
C#

using Cyber.Console;
using Cyber.Entities;
using Cyber.Entities.SyncBases;
using Cyber.Networking.Messages;
using System.Collections.Generic;
using UnityEngine.Networking;
namespace Cyber.Networking.Clientside {
/// <summary>
/// A Short clientside class for handling sync packages.
/// It simply keeps track of sync-packages and will not apply them if they are too old.
/// </summary>
public class SyncHandler {
private SyncDB SyncDB;
private int LatestSyncID = -1;
/// <summary>
/// Creates the SyncHandler with SyncDB.
/// </summary>
/// <param name="syncDB"></param>
public SyncHandler(SyncDB syncDB) {
SyncDB = syncDB;
}
/// <summary>
/// Handle a given Network message. Must be checked to be <see cref="PktType.Sync"/> first.
/// </summary>
/// <param name="message"></param>
public void HandleSyncPkt(NetworkMessage message) {
SyncPkt SyncPacket = new SyncPkt(SyncDB);
SyncPacket.Deserialize(message.reader);
if (LatestSyncID < SyncPacket.SyncPacketID) {
LatestSyncID = SyncPacket.SyncPacketID;
SyncPacket.ApplySync(message.reader);
int[] SyncBases = SyncPacket.ChecksummedSyncBases;
int[] Checksums = SyncPacket.Checksums;
if (SyncBases.Length > 0) {
List<int> FailedSyncBases = new List<int>();
for (int i = 0; i < SyncBases.Length; i++) {
SyncBase SyncBase = SyncDB.Get(SyncBases[i]);
if (SyncBase.GenerateChecksum() != Checksums[i]) {
FailedSyncBases.Add(SyncBase.ID);
}
}
Client.Send(PktType.FailedChecksums, new IntListPkt(FailedSyncBases.ToArray()));
}
}
// Otherwise disregard the sync.
}
}
}