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Assets/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs
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197
Assets/Photon/PhotonUnityNetworking/Code/PhotonStreamQueue.cs
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// ----------------------------------------------------------------------------
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// <copyright file="PhotonStreamQueue.cs" company="Exit Games GmbH">
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// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
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// </copyright>
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// <summary>
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// Contains the PhotonStreamQueue.
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// </summary>
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// <author>developer@exitgames.com</author>
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// ----------------------------------------------------------------------------
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namespace Photon.Pun
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{
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// The PhotonStreamQueue helps you poll object states at higher frequencies than what
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/// PhotonNetwork.SendRate dictates and then sends all those states at once when
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/// Serialize() is called.
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/// On the receiving end you can call Deserialize() and then the stream will roll out
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/// the received object states in the same order and timeStep they were recorded in.
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/// </summary>
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public class PhotonStreamQueue
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{
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private int m_SampleRate;
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private int m_SampleCount;
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private int m_ObjectsPerSample = -1;
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private float m_LastSampleTime = -Mathf.Infinity;
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private int m_LastFrameCount = -1;
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private int m_NextObjectIndex = -1;
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private List<object> m_Objects = new List<object>();
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private bool m_IsWriting;
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/// <summary>
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/// Initializes a new instance of the <see cref="PhotonStreamQueue"/> class.
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/// </summary>
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/// <param name="sampleRate">How many times per second should the object states be sampled</param>
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public PhotonStreamQueue(int sampleRate)
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{
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this.m_SampleRate = sampleRate;
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}
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private void BeginWritePackage()
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{
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//If not enough time has passed since the last sample, we don't want to write anything
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if (Time.realtimeSinceStartup < this.m_LastSampleTime + 1f / this.m_SampleRate)
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{
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this.m_IsWriting = false;
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return;
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}
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if (this.m_SampleCount == 1)
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{
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this.m_ObjectsPerSample = this.m_Objects.Count;
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//Debug.Log( "Setting m_ObjectsPerSample to " + m_ObjectsPerSample );
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}
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else if (this.m_SampleCount > 1)
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{
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if (this.m_Objects.Count / this.m_SampleCount != this.m_ObjectsPerSample)
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{
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Debug.LogWarning("The number of objects sent via a PhotonStreamQueue has to be the same each frame");
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Debug.LogWarning("Objects in List: " + this.m_Objects.Count + " / Sample Count: " + this.m_SampleCount + " = " + this.m_Objects.Count / this.m_SampleCount + " != " + this.m_ObjectsPerSample);
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}
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}
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this.m_IsWriting = true;
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this.m_SampleCount++;
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this.m_LastSampleTime = Time.realtimeSinceStartup;
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/*if( m_SampleCount > 1 )
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{
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Debug.Log( "Check: " + m_Objects.Count + " / " + m_SampleCount + " = " + ( m_Objects.Count / m_SampleCount ) + " = " + m_ObjectsPerSample );
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}*/
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}
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/// <summary>
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/// Resets the PhotonStreamQueue. You need to do this whenever the amount of objects you are observing changes
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/// </summary>
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public void Reset()
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{
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this.m_SampleCount = 0;
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this.m_ObjectsPerSample = -1;
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this.m_LastSampleTime = -Mathf.Infinity;
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this.m_LastFrameCount = -1;
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this.m_Objects.Clear();
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}
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/// <summary>
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/// Adds the next object to the queue. This works just like PhotonStream.SendNext
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/// </summary>
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/// <param name="obj">The object you want to add to the queue</param>
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public void SendNext(object obj)
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{
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if (Time.frameCount != this.m_LastFrameCount)
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{
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this.BeginWritePackage();
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}
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this.m_LastFrameCount = Time.frameCount;
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if (this.m_IsWriting == false)
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{
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return;
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}
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this.m_Objects.Add(obj);
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}
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/// <summary>
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/// Determines whether the queue has stored any objects
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/// </summary>
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public bool HasQueuedObjects()
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{
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return this.m_NextObjectIndex != -1;
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}
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/// <summary>
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/// Receives the next object from the queue. This works just like PhotonStream.ReceiveNext
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/// </summary>
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/// <returns></returns>
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public object ReceiveNext()
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{
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if (this.m_NextObjectIndex == -1)
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{
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return null;
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}
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if (this.m_NextObjectIndex >= this.m_Objects.Count)
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{
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this.m_NextObjectIndex -= this.m_ObjectsPerSample;
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}
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return this.m_Objects[this.m_NextObjectIndex++];
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}
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/// <summary>
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/// Serializes the specified stream. Call this in your OnPhotonSerializeView method to send the whole recorded stream.
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/// </summary>
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/// <param name="stream">The PhotonStream you receive as a parameter in OnPhotonSerializeView</param>
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public void Serialize(PhotonStream stream)
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{
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// TODO: find a better solution for this:
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// the "if" is a workaround for packages which have only 1 sample/frame. in that case, SendNext didn't set the obj per sample.
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if (this.m_Objects.Count > 0 && this.m_ObjectsPerSample < 0)
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{
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this.m_ObjectsPerSample = this.m_Objects.Count;
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}
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stream.SendNext(this.m_SampleCount);
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stream.SendNext(this.m_ObjectsPerSample);
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for (int i = 0; i < this.m_Objects.Count; ++i)
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{
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stream.SendNext(this.m_Objects[i]);
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}
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//Debug.Log( "Serialize " + m_SampleCount + " samples with " + m_ObjectsPerSample + " objects per sample. object count: " + m_Objects.Count + " / " + ( m_SampleCount * m_ObjectsPerSample ) );
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this.m_Objects.Clear();
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this.m_SampleCount = 0;
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}
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/// <summary>
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/// Deserializes the specified stream. Call this in your OnPhotonSerializeView method to receive the whole recorded stream.
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/// </summary>
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/// <param name="stream">The PhotonStream you receive as a parameter in OnPhotonSerializeView</param>
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public void Deserialize(PhotonStream stream)
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{
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this.m_Objects.Clear();
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this.m_SampleCount = (int) stream.ReceiveNext();
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this.m_ObjectsPerSample = (int) stream.ReceiveNext();
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for (int i = 0; i < this.m_SampleCount * this.m_ObjectsPerSample; ++i)
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{
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this.m_Objects.Add(stream.ReceiveNext());
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}
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if (this.m_Objects.Count > 0)
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{
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this.m_NextObjectIndex = 0;
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}
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else
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{
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this.m_NextObjectIndex = -1;
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}
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//Debug.Log( "Deserialized " + m_SampleCount + " samples with " + m_ObjectsPerSample + " objects per sample. object count: " + m_Objects.Count + " / " + ( m_SampleCount * m_ObjectsPerSample ) );
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}
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}
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}
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