141 lines
4.2 KiB
C#
141 lines
4.2 KiB
C#
using System;
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using UnityEngine;
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namespace Mirror
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{
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// need to send time every sendInterval.
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// batching automatically includes remoteTimestamp.
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// all we need to do is ensure that an empty message is sent.
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// and react to it.
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// => we don't want to insert a snapshot on every batch.
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// => do it exactly every sendInterval on every TimeSnapshotMessage.
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public struct TimeSnapshotMessage : NetworkMessage {}
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public struct ReadyMessage : NetworkMessage {}
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public struct NotReadyMessage : NetworkMessage {}
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public struct AddPlayerMessage : NetworkMessage {}
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public struct SceneMessage : NetworkMessage
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{
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public string sceneName;
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// Normal = 0, LoadAdditive = 1, UnloadAdditive = 2
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public SceneOperation sceneOperation;
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public bool customHandling;
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}
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public enum SceneOperation : byte
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{
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Normal,
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LoadAdditive,
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UnloadAdditive
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}
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public struct CommandMessage : NetworkMessage
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{
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public uint netId;
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public byte componentIndex;
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public ushort functionHash;
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// the parameters for the Cmd function
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// -> ArraySegment to avoid unnecessary allocations
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public ArraySegment<byte> payload;
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}
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public struct RpcMessage : NetworkMessage
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{
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public uint netId;
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public byte componentIndex;
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public ushort functionHash;
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// the parameters for the Cmd function
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// -> ArraySegment to avoid unnecessary allocations
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public ArraySegment<byte> payload;
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}
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public struct SpawnMessage : NetworkMessage
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{
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// netId of new or existing object
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public uint netId;
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public bool isLocalPlayer;
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// Sets hasAuthority on the spawned object
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public bool isOwner;
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public ulong sceneId;
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// If sceneId != 0 then it is used instead of assetId
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public uint assetId;
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// Local position
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public Vector3 position;
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// Local rotation
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public Quaternion rotation;
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// Local scale
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public Vector3 scale;
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// serialized component data
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// ArraySegment to avoid unnecessary allocations
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public ArraySegment<byte> payload;
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}
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public struct ChangeOwnerMessage : NetworkMessage
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{
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public uint netId;
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public bool isOwner;
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public bool isLocalPlayer;
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}
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public struct ObjectSpawnStartedMessage : NetworkMessage {}
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public struct ObjectSpawnFinishedMessage : NetworkMessage {}
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public struct ObjectDestroyMessage : NetworkMessage
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{
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public uint netId;
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}
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public struct ObjectHideMessage : NetworkMessage
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{
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public uint netId;
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}
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public struct EntityStateMessage : NetworkMessage
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{
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public uint netId;
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// the serialized component data
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// -> ArraySegment to avoid unnecessary allocations
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public ArraySegment<byte> payload;
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}
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// whoever wants to measure rtt, sends this to the other end.
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public struct NetworkPingMessage : NetworkMessage
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{
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// local time is used to calculate round trip time,
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// and to calculate the predicted time offset.
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public double localTime;
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// predicted time is sent to compare the final error, for debugging only
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public double predictedTimeAdjusted;
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public NetworkPingMessage(double localTime, double predictedTimeAdjusted)
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{
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this.localTime = localTime;
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this.predictedTimeAdjusted = predictedTimeAdjusted;
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}
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}
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// the other end responds with this message.
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// we can use this to calculate rtt.
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public struct NetworkPongMessage : NetworkMessage
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{
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// local time is used to calculate round trip time.
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public double localTime;
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// predicted error is used to adjust the predicted timeline.
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public double predictionErrorUnadjusted;
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public double predictionErrorAdjusted; // for debug purposes
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public NetworkPongMessage(double localTime, double predictionErrorUnadjusted, double predictionErrorAdjusted)
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{
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this.localTime = localTime;
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this.predictionErrorUnadjusted = predictionErrorUnadjusted;
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this.predictionErrorAdjusted = predictionErrorAdjusted;
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}
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}
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}
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