65 lines
1.8 KiB
C#
65 lines
1.8 KiB
C#
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using Godot;
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using Network.PacketHandling;
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using Network.PacketHandling.Packets;
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using System.Collections.Generic;
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namespace Network.Syncing {
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public class ConnectionHandler {
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public readonly Connection Connection;
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private readonly Peer Peer;
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private int LastUnreliableIDReceived = -1;
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private int LastReliableIDReceived = -1;
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private int LastUnreliableIDTheyReceived = -1;
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private int LastReliableIDTheyReceived = -1;
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private float TimeSinceLastPacket = 0;
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private List<Serializable> ReliableQueue = new List<Serializable>();
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private List<Serializable> UnreliableQueue = new List<Serializable>();
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public ConnectionHandler(Peer peer, Connection connection) {
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Peer = peer;
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Connection = connection;
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}
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public void SerializeAndSendQueues() {
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PacketBuffer Buffer = PacketBuffer.WithSignature();
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SyncPkt Sync = new SyncPkt();
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Sync.Serialize(Buffer);
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// Add Queues
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Peer.SendBuffer(Buffer, Connection);
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}
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public void ReceiveBuffer(PacketBuffer packetBuffer) {
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SyncPkt Sync = new SyncPkt();
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Sync.Deserialize(packetBuffer);
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GD.print("Received sync-" + Sync.ID);
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// Read Queues
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}
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public void AddReliable(Serializable serializable, int ReliableID) {
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serializable.Reliable = true;
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serializable.ID = ReliableID;
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ReliableQueue.Add(serializable);
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}
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public void AddUnreliable(Serializable serializable, int UnreliableID) {
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serializable.Reliable = false;
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serializable.ID = UnreliableID;
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UnreliableQueue.Add(serializable);
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}
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}
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}
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