VelNet-Unity/TestVelGameServer/Packages/VelNetUnity/Runtime/Util/NetworkSerializedObjectStre...

80 lines
1.8 KiB
C#

using System;
using System.Collections;
using System.IO;
using UnityEngine;
namespace VelNet
{
public abstract class NetworkSerializedObjectStream : NetworkComponent
{
[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)
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
SendState(writer);
byte[] newBytes = mem.ToArray();
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)
{
using MemoryStream mem = new MemoryStream(message);
using BinaryReader reader = new BinaryReader(mem);
ReceiveState(reader);
}
protected abstract void SendState(BinaryWriter binaryWriter);
protected abstract void ReceiveState(BinaryReader binaryReader);
}
}