VelNet-Unity/TestVelGameServer/Packages/VelNetUnity/Runtime/Util/NetworkSerializedObject.cs

82 lines
1.7 KiB
C#

using System;
using System.Collections;
using UnityEngine;
namespace VelNet
{
[Obsolete("Use SyncState instead.")]
public abstract class NetworkSerializedObject : NetworkComponent, IPackState
{
[Tooltip("Send rate of this object. This caps out at the framerate of the game.")]
public float serializationRateHz = 30;
/// <summary>
/// If the data hasn't changed, only sends updates across the network at 1Hz
/// </summary>
public bool hybridOnChangeCompression = true;
private byte[] lastSentBytes;
private double lastSendTime;
private const double slowSendInterval = 2;
protected virtual void Awake()
{
StartCoroutine(SendMessageUpdate());
}
private IEnumerator SendMessageUpdate()
{
while (true)
{
try
{
if (IsMine && enabled)
{
byte[] newBytes = SendState();
if (hybridOnChangeCompression)
{
if (Time.timeAsDouble - lastSendTime > slowSendInterval || !BinaryWriterExtensions.BytesSame(lastSentBytes, newBytes))
{
SendBytes(newBytes);
lastSendTime = Time.timeAsDouble;
}
}
else
{
SendBytes(newBytes);
lastSendTime = Time.timeAsDouble;
}
lastSentBytes = newBytes;
}
}
catch (Exception e)
{
Debug.LogError(e);
}
yield return new WaitForSeconds(1f / serializationRateHz);
}
// ReSharper disable once IteratorNeverReturns
}
public override void ReceiveBytes(byte[] message)
{
ReceiveState(message);
}
protected abstract byte[] SendState();
protected abstract void ReceiveState(byte[] message);
public byte[] PackState()
{
return SendState();
}
public void UnpackState(byte[] state)
{
ReceiveState(state);
}
}
}