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// ----------------------------------------------------------------------------
// <copyright file="PhotonStreamQueue.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// Contains the PhotonStreamQueue.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
namespace Photon.Pun
{
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// The PhotonStreamQueue helps you poll object states at higher frequencies than what
/// PhotonNetwork.SendRate dictates and then sends all those states at once when
/// Serialize() is called.
/// On the receiving end you can call Deserialize() and then the stream will roll out
/// the received object states in the same order and timeStep they were recorded in.
/// </summary>
public class PhotonStreamQueue
{
private int m_SampleRate;
private int m_SampleCount;
private int m_ObjectsPerSample = -1;
private float m_LastSampleTime = -Mathf.Infinity;
private int m_LastFrameCount = -1;
private int m_NextObjectIndex = -1;
private List<object> m_Objects = new List<object>();
private bool m_IsWriting;
/// <summary>
/// Initializes a new instance of the <see cref="PhotonStreamQueue"/> class.
/// </summary>
/// <param name="sampleRate">How many times per second should the object states be sampled</param>
public PhotonStreamQueue(int sampleRate)
{
this.m_SampleRate = sampleRate;
}
private void BeginWritePackage()
{
//If not enough time has passed since the last sample, we don't want to write anything
if (Time.realtimeSinceStartup < this.m_LastSampleTime + 1f / this.m_SampleRate)
{
this.m_IsWriting = false;
return;
}
if (this.m_SampleCount == 1)
{
this.m_ObjectsPerSample = this.m_Objects.Count;
//Debug.Log( "Setting m_ObjectsPerSample to " + m_ObjectsPerSample );
}
else if (this.m_SampleCount > 1)
{
if (this.m_Objects.Count / this.m_SampleCount != this.m_ObjectsPerSample)
{
Debug.LogWarning("The number of objects sent via a PhotonStreamQueue has to be the same each frame");
Debug.LogWarning("Objects in List: " + this.m_Objects.Count + " / Sample Count: " + this.m_SampleCount + " = " + this.m_Objects.Count / this.m_SampleCount + " != " + this.m_ObjectsPerSample);
}
}
this.m_IsWriting = true;
this.m_SampleCount++;
this.m_LastSampleTime = Time.realtimeSinceStartup;
/*if( m_SampleCount > 1 )
{
Debug.Log( "Check: " + m_Objects.Count + " / " + m_SampleCount + " = " + ( m_Objects.Count / m_SampleCount ) + " = " + m_ObjectsPerSample );
}*/
}
/// <summary>
/// Resets the PhotonStreamQueue. You need to do this whenever the amount of objects you are observing changes
/// </summary>
public void Reset()
{
this.m_SampleCount = 0;
this.m_ObjectsPerSample = -1;
this.m_LastSampleTime = -Mathf.Infinity;
this.m_LastFrameCount = -1;
this.m_Objects.Clear();
}
/// <summary>
/// Adds the next object to the queue. This works just like PhotonStream.SendNext
/// </summary>
/// <param name="obj">The object you want to add to the queue</param>
public void SendNext(object obj)
{
if (Time.frameCount != this.m_LastFrameCount)
{
this.BeginWritePackage();
}
this.m_LastFrameCount = Time.frameCount;
if (this.m_IsWriting == false)
{
return;
}
this.m_Objects.Add(obj);
}
/// <summary>
/// Determines whether the queue has stored any objects
/// </summary>
public bool HasQueuedObjects()
{
return this.m_NextObjectIndex != -1;
}
/// <summary>
/// Receives the next object from the queue. This works just like PhotonStream.ReceiveNext
/// </summary>
/// <returns></returns>
public object ReceiveNext()
{
if (this.m_NextObjectIndex == -1)
{
return null;
}
if (this.m_NextObjectIndex >= this.m_Objects.Count)
{
this.m_NextObjectIndex -= this.m_ObjectsPerSample;
}
return this.m_Objects[this.m_NextObjectIndex++];
}
/// <summary>
/// Serializes the specified stream. Call this in your OnPhotonSerializeView method to send the whole recorded stream.
/// </summary>
/// <param name="stream">The PhotonStream you receive as a parameter in OnPhotonSerializeView</param>
public void Serialize(PhotonStream stream)
{
// TODO: find a better solution for this:
// the "if" is a workaround for packages which have only 1 sample/frame. in that case, SendNext didn't set the obj per sample.
if (this.m_Objects.Count > 0 && this.m_ObjectsPerSample < 0)
{
this.m_ObjectsPerSample = this.m_Objects.Count;
}
stream.SendNext(this.m_SampleCount);
stream.SendNext(this.m_ObjectsPerSample);
for (int i = 0; i < this.m_Objects.Count; ++i)
{
stream.SendNext(this.m_Objects[i]);
}
//Debug.Log( "Serialize " + m_SampleCount + " samples with " + m_ObjectsPerSample + " objects per sample. object count: " + m_Objects.Count + " / " + ( m_SampleCount * m_ObjectsPerSample ) );
this.m_Objects.Clear();
this.m_SampleCount = 0;
}
/// <summary>
/// Deserializes the specified stream. Call this in your OnPhotonSerializeView method to receive the whole recorded stream.
/// </summary>
/// <param name="stream">The PhotonStream you receive as a parameter in OnPhotonSerializeView</param>
public void Deserialize(PhotonStream stream)
{
this.m_Objects.Clear();
this.m_SampleCount = (int) stream.ReceiveNext();
this.m_ObjectsPerSample = (int) stream.ReceiveNext();
for (int i = 0; i < this.m_SampleCount * this.m_ObjectsPerSample; ++i)
{
this.m_Objects.Add(stream.ReceiveNext());
}
if (this.m_Objects.Count > 0)
{
this.m_NextObjectIndex = 0;
}
else
{
this.m_NextObjectIndex = -1;
}
//Debug.Log( "Deserialized " + m_SampleCount + " samples with " + m_ObjectsPerSample + " objects per sample. object count: " + m_Objects.Count + " / " + ( m_SampleCount * m_ObjectsPerSample ) );
}
}
}