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using System;
using System.Collections.Generic;
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using System.Reflection;
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using System.Threading.Tasks;
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using Cysharp.Threading.Tasks;
using Plugins.JNGame.Sync.Frame.game;
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using Plugins.JNGame.System;
using Plugins.JNGame.Util;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Plugins.JNGame.Sync.Frame
{
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//帧同步 通知
public interface JNSyncFrameEvent
{
static string CLEAR = "JNSyncFrameEvent_CLEAR";
static string CREATE = "JNSyncFrameEvent_CREATE";
static string FRAME = "JNSyncFrameEvent_FRAME";
}
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public abstract class JNSyncFrame : SystemBase
{
//同步时间 (和服务器保持一致)
private int _nSyncTime = 67;
//大于多少帧进行追帧
private int _nMaxFrameBan = 3;
//大于多少帧进行快速追帧
private int _nMaxFrameLoopBan = 18;
//将服务器帧数进行平分
private int _nDivideFrame = 3;
//帧队列
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private Queue<JNFrameInfo> _nFrameQueue = new();
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//本地帧数
private int _nLocalFrame = 0;
//运行的帧
private int _nFrameRun = 0;
//暂存帧列表
private Dictionary<int,JNFrameInfo> _nFrameTempQueue = new();
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//需要同步的Actor
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private List<IJNSyncFrameComponent> _nSyncActors = new();
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//ID 每添加 JNSyncFrameComponent + 1
public Func<int> nSyncID = RandomUtil.Next(0);
//随机数
public Func<double> nRandom = RandomUtil.SyncRandom(100);
//随机数整数
public Func<int, int, int> nRandomInt = RandomUtil.SyncRandomInt(100);
//是否开始同步
Boolean _isStart = false;
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//是否请求后台数据
private Boolean _isRequestServerData = false;
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//帧更新
int dtTotal = 0;
//输入更新
int dtInputTotal = 0;
public override Task OnInit()
{
Physics.autoSimulation = false;
Physics.autoSyncTransforms = false;
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this.OnReset();
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return Task.CompletedTask;
}
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//开始
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public void OnStart(){
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this._isStart = true;
}
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//重置数据
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public void OnReset()
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{
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EventDispatcher.Event.Dispatch(JNSyncFrameEvent.CLEAR);
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this._isStart = false;
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this.nSyncID = RandomUtil.Next(0);
this.nRandom = RandomUtil.SyncRandom(100);
this.nRandomInt = RandomUtil.SyncRandomInt(100);
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this._nSyncActors = new();
this._nFrameQueue = new();
this._nFrameTempQueue = new();
this._nLocalFrame = 0;
this._nFrameRun = 0;
Physics.SyncTransforms();
EventDispatcher.Event.Dispatch(JNSyncFrameEvent.CREATE);
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}
//更新同步
public void Update(int dt)
{
if(!_isStart) return;
dtTotal += dt;
dtInputTotal += dt;
int nSyncTime = this.DyTime();
if(nSyncTime > 0){
while(nSyncTime != 0 && this.dtTotal > nSyncTime){
this.onUpdate();
this.dtTotal -= nSyncTime;
nSyncTime = this.DyTime();
}
}else{
//追帧运行 保持前端 15 帧 刷新
int endTime = DateTime.Now.Millisecond + 66;
while(this.DyTime() == 0 && DateTime.Now.Millisecond < endTime){
this.onUpdate();
}
}
}
//运行帧
public void onUpdate()
{
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if(!(_nFrameQueue.TryDequeue(out var frame))) return;
int dt = this._nSyncTime / this._nDivideFrame;
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//拆出输入
Dictionary<int, JNFrameInput> inputs = new();
foreach (var message in frame.Messages)
{
inputs.Add(message.NId,message);
}
//更新帧
this._nSyncActors.ForEach(child =>
{
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MethodInfo OnSyncUpdate = child.GetType().GetMethod("OnSyncUpdate");
MethodInfo Decoder = child.GetType().GetMethod("Decoder");
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if (inputs.ContainsKey(child.NID))
{
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OnSyncUpdate.Invoke(child,new []{dt,frame,Decoder.Invoke(child,new object[]{ inputs[child.NID].Input.ToByteArray() })});
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}
else
{
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OnSyncUpdate.Invoke(child,new []{ dt,frame,(object)null });
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}
});
//执行下一帧物理
Physics.Simulate((float)dt / 1000);
Physics.SyncTransforms();
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}
//自适应间隔时间
private int DyTime(){
int dt = this._nSyncTime / this._nDivideFrame;
int loop = dt;
//大于nMaxFrameBan 进行 追帧
if(this._nFrameQueue.Count > this._nMaxFrameBan) {
//计算超过的帧数
int exceed = this._nFrameQueue.Count - this._nMaxFrameBan;
int most = this._nMaxFrameLoopBan - this._nMaxFrameBan;
int ldt = ((most - exceed) / most) * dt;
//自适应追帧算法
if(exceed <= this._nMaxFrameLoopBan){
loop = ldt;
}else{
loop = 0;
}
}else{
loop = dt;
}
return loop;
}
/**
*
* @param frame
* @param isLatestData
*/
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public void AddInput(JNFrameInfo frame,Boolean isLatestData = true)
{
if (!_isStart) return;
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if(isLatestData){
//如果推的帧小于本地帧 则 重开
if(frame.Index < _nLocalFrame){
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OnReset();
OnStart();
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return;
}
}
//我需要的下一帧
int index = _nLocalFrame + 1;
//判断接受的帧是否下一帧 如果不是则加入未列入
if (frame.Index != index){
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_nFrameTempQueue.TryAdd(frame.Index,frame);
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//在未列入中拿到需要的帧
JNFrameInfo tamp = null;
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if ((tamp = _nFrameTempQueue.GetValueOrDefault(index,null)) == null){
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//如果没有则向服务器请求我需要的帧数
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if (!this._isRequestServerData)
{
this._isRequestServerData = true;
//请求
this.OnServerData(this._nLocalFrame, 0).ContinueWith(infos =>
{
foreach (var frameInfo in infos.Frames)
{
this.AddInput(frameInfo,false);
}
this._isRequestServerData = false;
}).Forget();
}
return;
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}
else
{
//如果有则覆盖
frame = tamp;
}
}
//删除临时帧
_nFrameTempQueue.Remove(frame.Index);
_nLocalFrame = index;
//分帧插入
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_nFrameQueue.Enqueue(frame);
for (var i = 0; i < this._nDivideFrame - 1; i++) {
_nFrameQueue.Enqueue(new JNFrameInfo());
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}
}
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//添加同步组件
public void AddSyncActor(IJNSyncFrameComponent sync){
if(!this._nSyncActors.Contains(sync)){
this._nSyncActors.Add(sync);
}
}
//销毁同步组件
public void DelSyncActor(IJNSyncFrameComponent sync){
this._nSyncActors.Remove(sync);
}
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//发送帧数据
protected abstract void OnSendInput(JNFrameInputs inputs);
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//获取帧数据
protected abstract UniTask<JNFrameInfos> OnServerData(int start,int end);
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}
}