using System.Collections.Generic; using UnityEngine; using NetworkCompression; public delegate void NetworkEventGenerator(ref NetworkWriter data); public delegate void NetworkEventProcessor(ushort typeId, ref NetworkReader data); public class NetworkEventType { public ushort typeId; public NetworkSchema schema; } public class NetworkEvent { public int sequence; public bool reliable; public NetworkEventType type; public byte[] data = new byte[NetworkConfig.maxEventDataSize]; public void AddRef() { ++m_RefCount; } public void Release() { GameDebug.Assert(m_RefCount > 0, "Trying to release an event that has refcount 0 (seq: {0})",sequence); if (--m_RefCount == 0) { if (NetworkConfig.netDebug.IntValue > 0) GameDebug.Log("Releasing event " + ((GameNetworkEvents.EventType)this.type.typeId) + ":" + this.sequence); s_Pool.Release(this); } } public static NetworkEvent Create(NetworkEventType type, bool reliable = false) { var result = s_Pool.Allocate(); GameDebug.Assert(result.m_RefCount == 0); result.m_RefCount = 1; result.sequence = 0; result.reliable = reliable; result.type = type; return result; } public static NetworkEvent Serialize(ushort typeId, bool reliable, Dictionary eventTypes, NetworkEventGenerator generator) { bool generateSchema = false; NetworkEventType type; if (!eventTypes.TryGetValue(typeId, out type)) { generateSchema = true; type = new NetworkEventType() { typeId = typeId, schema = new NetworkSchema(NetworkConfig.firstEventTypeSchemaId + typeId) }; eventTypes.Add(typeId, type); } var result = Create(type, reliable); result.sequence = ++s_Sequence; if (NetworkConfig.netDebug.IntValue > 0) GameDebug.Log("Serializing event " + ((GameNetworkEvents.EventType)result.type.typeId) + " in seq no: " + result.sequence); NetworkWriter writer = new NetworkWriter(result.data, type.schema, generateSchema); generator(ref writer); writer.Flush(); return result; } public static int ReadEvents(Dictionary eventTypesIn, int connectionId, ref TInputStream input, INetworkCallbacks loop) where TInputStream : NetworkCompression.IInputStream { var eventCount = input.ReadPackedUInt(NetworkConfig.eventCountContext); for (var eventCounter = 0; eventCounter < eventCount; ++eventCounter) { var typeId = (ushort)input.ReadPackedUInt(NetworkConfig.eventTypeIdContext); var schemaIncluded = input.ReadRawBits(1) != 0; if (schemaIncluded) { var eventType = new NetworkEventType() { typeId = typeId }; eventType.schema = NetworkSchema.ReadSchema(ref input); if (!eventTypesIn.ContainsKey(typeId)) eventTypesIn.Add(typeId, eventType); } // TODO (petera) do we need to Create an info (as we are just releasing it right after?) var type = eventTypesIn[typeId]; var info = Create(type); NetworkSchema.CopyFieldsToBuffer(type.schema, ref input, info.data); if (NetworkConfig.netDebug.IntValue > 0) GameDebug.Log("Received event " + ((GameNetworkEvents.EventType)info.type.typeId + ":" + info.sequence)); loop.OnEvent(connectionId, info); info.Release(); } return (int)eventCount; } public static void WriteEvents(List events, List knownEventTypes, ref TOutputStream output) where TOutputStream : NetworkCompression.IOutputStream { output.WritePackedUInt((uint)events.Count, NetworkConfig.eventCountContext); foreach (var info in events) { // Write event schema if the client haven't acked this event type output.WritePackedUInt(info.type.typeId, NetworkConfig.eventCountContext); if (!knownEventTypes.Contains(info.type)) { output.WriteRawBits(1, 1); NetworkSchema.WriteSchema(info.type.schema, ref output); } else output.WriteRawBits(0, 1); // Write event data NetworkSchema.CopyFieldsFromBuffer(info.type.schema, info.data, ref output); } } int m_RefCount; static int s_Sequence; static NetworkObjectPool s_Pool = new NetworkObjectPool(100); }