fishbait/FishBait-UnityProject/Assets/FishNet/Runtime/Object/Synchronizing/SyncBase.cs
2022-08-14 14:51:58 +02:00

211 lines
No EOL
7.1 KiB
C#

using FishNet.Managing;
using FishNet.Managing.Timing;
using FishNet.Serializing;
using FishNet.Transporting;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace FishNet.Object.Synchronizing.Internal
{
public class SyncBase : ISyncType
{
#region Public.
/// <summary>
/// True if this SyncBase has been registered within it's containing class.
/// </summary>
public bool IsRegistered { get; private set; }
/// <summary>
/// True if a SyncObject, false if a SyncVar.
/// </summary>
public bool IsSyncObject { get; private set; }
/// <summary>
/// The settings for this SyncVar.
/// </summary>
public Settings Settings = new Settings();
/// <summary>
/// How often updates may send.
/// </summary>
public float SendTickRate => Settings.SendTickRate;
/// <summary>
/// True if this SyncVar needs to send data.
/// </summary>
public bool IsDirty { get; private set; }
/// <summary>
/// NetworkManager this uses.
/// </summary>
public NetworkManager NetworkManager = null;
/// <summary>
/// NetworkBehaviour this SyncVar belongs to.
/// </summary>
public NetworkBehaviour NetworkBehaviour = null;
/// <summary>
/// Next time a SyncVar may send data/
/// </summary>
public uint NextSyncTick = 0;
/// <summary>
/// Index within the sync collection.
/// </summary>
public uint SyncIndex { get; protected set; } = 0;
/// <summary>
/// Channel to send on.
/// </summary>
internal Channel Channel => _currentChannel;
#endregion
#region Private.
/// <summary>
/// Sync interval converted to ticks.
/// </summary>
private uint _timeToTicks;
/// <summary>
/// Channel to use for next write. To ensure eventual consistency this eventually changes to reliable when Settings are unreliable.
/// </summary>
private Channel _currentChannel;
#endregion
/// <summary>
/// Initializes this SyncBase.
/// </summary>
public void InitializeInstance(NetworkBehaviour nb, uint syncIndex, WritePermission writePermissions, ReadPermission readPermissions, float tickRate, Channel channel, bool isSyncObject)
{
NetworkBehaviour = nb;
SyncIndex = syncIndex;
_currentChannel = channel;
IsSyncObject = isSyncObject;
Settings = new Settings()
{
WritePermission = writePermissions,
ReadPermission = readPermissions,
SendTickRate = tickRate,
Channel = channel
};
NetworkBehaviour.RegisterSyncType(this, SyncIndex);
}
/// <summary>
/// Sets the SyncIndex.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetRegistered()
{
Registered();
}
/// <summary>
/// Called when the SyncType has been registered, but not yet initialized over the network.
/// </summary>
protected virtual void Registered()
{
IsRegistered = true;
}
/// <summary>
/// PreInitializes this for use with the network.
/// </summary>
public void PreInitialize(NetworkManager networkManager)
{
NetworkManager = networkManager;
_timeToTicks = NetworkManager.TimeManager.TimeToTicks(Settings.SendTickRate, TickRounding.RoundUp);
}
/// <summary>
/// Called after OnStartXXXX has occurred.
/// </summary>
/// <param name="asServer">True if OnStartServer was called, false if OnStartClient.</param>
protected internal virtual void OnStartCallback(bool asServer) { }
/// <summary>
/// Dirties this Sync and the NetworkBehaviour.
/// </summary>
public bool Dirty()
{
/* Reset channel even if already dirty.
* This is because the value might have changed
* which will reset the eventual consistency state. */
_currentChannel = Settings.Channel;
/* Once dirty don't undirty until it's
* processed. This ensures that data
* is flushed. */
bool canDirty = NetworkBehaviour.DirtySyncType(IsSyncObject);
IsDirty |= canDirty;
return canDirty;
}
/// <summary>
/// Sets IsDirty to false.
/// </summary>
internal void ResetDirty()
{
//If not a sync object and using unreliable channel.
if (!IsSyncObject && Settings.Channel == Channel.Unreliable)
{
//Check if dirty can be unset or if another tick must be run using reliable.
if (_currentChannel == Channel.Unreliable)
_currentChannel = Channel.Reliable;
//Already sent reliable, can undirty. Channel will reset next time this dirties.
else
IsDirty = false;
}
//If syncObject or using reliable unset dirty.
else
{
IsDirty = false;
}
}
/// <summary>
/// True if dirty and enough time has passed to write changes.
/// </summary>
/// <param name="tick"></param>
/// <returns></returns>
internal bool WriteTimeMet(uint tick)
{
return (IsDirty && tick >= NextSyncTick);
}
/// <summary>
/// Writes current value.
/// </summary>
/// <param name="writer"></param>
/// <param name="resetSyncTick">True to set the next time data may sync.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public virtual void WriteDelta(PooledWriter writer, bool resetSyncTick = true)
{
WriteHeader(writer, resetSyncTick);
}
/// <summary>
/// Writers the header for this SyncType.
/// </summary>
/// <param name="writer"></param>
/// <param name="resetSyncTick"></param>
protected virtual void WriteHeader(PooledWriter writer, bool resetSyncTick = true)
{
if (resetSyncTick)
NextSyncTick = NetworkManager.TimeManager.Tick + _timeToTicks;
writer.WriteByte((byte)SyncIndex);
}
/// <summary>
/// Writes current value if not initialized value.
/// </summary>
/// <param name="writer"></param>
public virtual void WriteFull(PooledWriter writer) { }
/// <summary>
/// Sets current value.
/// </summary>
/// <param name="reader"></param>
public virtual void Read(PooledReader reader) { }
/// <summary>
/// Resets to initialized values.
/// </summary>
public virtual void Reset()
{
NextSyncTick = 0;
ResetDirty();
}
}
}