提交Unity 联机Pro

This commit is contained in:
PC-20230316NUNE\Administrator
2024-08-17 14:27:18 +08:00
parent f00193b000
commit 894100ae37
7448 changed files with 854473 additions and 0 deletions

View File

@@ -0,0 +1,16 @@
namespace JNGame.Sync.System.Data
{
/// <summary>
/// 帧同步的数据系统 (不支持网络数据)
/// </summary>
/// <typeparam name="T"></typeparam>
public abstract class SFrameDataSystem<T> : SDataSystem<T> where T : ISData,new()
{
public override void OnSyncUpdate()
{
Data = GetLatest();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6607845a00924069953887b35ecfa68a
timeCreated: 1721722862

View File

@@ -0,0 +1,201 @@
using System.Collections.Generic;
using DotRecast.Core.Collections;
namespace JNGame.Sync.System.Data
{
public enum SStateDataEnum
{
Server,
Client,
ServerClient,
}
public abstract class ISStateData : ISData
{
/// <summary>
/// 返回Byte数组
/// </summary>
/// <returns></returns>
public abstract byte[] GetByte();
/// <summary>
/// 返回差值Byte
/// </summary>
/// <param name="diffValue"></param>
/// <returns></returns>
public abstract byte[] GetByteDifference(ISData diffValue = null);
/// <summary>
/// 更新字节
/// </summary>
/// <param name="bytes"></param>
public abstract void UByte(byte[] bytes);
}
public interface ISStateDataSystem
{
//网络Id (用于确定网络通讯时找到这个数据系统)
public int NetID { get; }
public void OnInsertUBytes(Dictionary<long, byte[]> bytes);
}
/// <summary>
/// 状态同步的数据系统 (支持网络数据)
/// 注意:帧同步也可以使用不过不建议 因为会有额外开销 除非你的游戏 经常在帧同步或者状态同步之间切换
/// </summary>
public abstract class SStateDataSystem<T> : SDataSystem<T>,ISStateDataSystem where T : ISStateData,new()
{
public abstract int NetID { get; }
//网络通讯的更新字节数据
protected Dictionary<long, byte[]> UBytes = new();
public SStateDataEnum Type;
public bool isServer => Type is SStateDataEnum.ServerClient or SStateDataEnum.Server;
public bool isClient => Type is SStateDataEnum.ServerClient or SStateDataEnum.Client;
protected SStateDataSystem(SStateDataEnum type)
{
Type = type;
}
public override void OnSyncUpdate()
{
//服务器: 发送最近数据
if (isServer)
{
var latest = GetLatest();
latest.Keys.ForEach(key =>
{
if (Data.ContainsKey(key))
{
//更新数据
Update(latest[key]);
}
else
{
//如果之前没有则添加
Add(latest[key]);
}
});
Data.ForEach(child =>
{
//没有则删除
if (!(latest.ContainsKey(child.Key))) Delete(child.Key);
});
if (UBytes.Count > 0)
{
OnInsertUBytes(UBytes);
OnSendUBytes(UBytes);
UBytes.Clear();
}
}
}
/// <summary>
/// 发送字节数据
/// </summary>
/// <param name="bytes"></param>
/// <returns>是否清空UBytes</returns>
public abstract void OnSendUBytes(Dictionary<long, byte[]> bytes);
/// <summary>
/// 插入字节
/// </summary>
/// <returns></returns>
public void OnInsertUBytes(Dictionary<long, byte[]> bytes)
{
//提交数据更新
OnUByteUpdate(bytes);
}
/// <summary>
/// 将UByte提交更新
/// </summary>
public virtual void OnUByteUpdate(Dictionary<long, byte[]> bytes)
{
foreach (var info in bytes)
{
if (SDByteOperate.IsDelete(info.Value))
{
Data.Remove(info.Key);
}
else
{
if (Data.TryGetValue(info.Key, out var value))
{
value.UByte(info.Value);
}
else
{
Data[info.Key] = NewObject(info.Key,info.Value);
}
}
}
}
/// <summary>
/// Byte解析新对象
/// </summary>
/// <param name="id"></param>
/// <param name="bytes"></param>
/// <returns></returns>
public T NewObject(long id,byte[] bytes)
{
var data = new T();
data.Id = id;
data.UByte(bytes);
return data;
}
/// <summary>
/// 刷新数据
/// </summary>
public virtual void Update(T data)
{
if (Data.TryGetValue(data.Id, out var value))
{
var diff = value.GetByteDifference(data);
if (diff.Length > 0)
{
UBytes[data.Id] = diff;
}
}
else
{
UBytes[data.Id] = data.GetByte();
}
}
/// <summary>
/// 添加数据
/// </summary>
public virtual void Add(T data)
{
UBytes[data.Id] = data.GetByte();
}
/// <summary>
/// 删除数据
/// </summary>
public virtual void Delete(long id)
{
UBytes[id] = SDByteOperate.DELETE;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f86e0dbea9824eceb7de44e113c3f29b
timeCreated: 1721722979

View File

@@ -0,0 +1,77 @@
using System.Collections.Generic;
using DotRecast.Core.Collections;
using JNGame.Sync.Entity;
using JNGame.Sync.Frame.Entity.Components;
using JNGame.Sync.State.Tile;
using JNGame.Sync.State.Tile.Entity;
namespace JNGame.Sync.System.Data
{
public abstract class ISTileData : ISStateData
{
public abstract bool IsHost { get; }
}
/// <summary>
/// 支持区块的数据类
/// </summary>
public abstract class STileDataSystem<T,E> : SStateDataSystem<T> where T : ISTileData,new() where E : JNTileEntity, new()
{
public abstract JNTileContext<E> NodeContext { get; }
protected STileDataSystem(SStateDataEnum type) : base(type)
{
}
public override void OnUByteUpdate(Dictionary<long, byte[]> bytes)
{
base.OnUByteUpdate(bytes);
if (isServer)
{
OnDataSyncContext();
}
}
/// <summary>
/// 将数据Data同步到Context
/// </summary>
protected virtual void OnDataSyncContext()
{
var lIsTileData = new Dictionary<long, T>(Data);
NodeContext.GetEntities().ForEach(child =>
{
//如果有则删除
if (lIsTileData.Remove(child.Id,out var data))
{
//并且同步属性到实体中
child.TileSyncData(data);
}
});
//将数据同步到实体中
foreach (var keyValue in lIsTileData)
{
var entity = NodeContext.TileSyncCreate(keyValue.Key);
entity.TileSyncData(keyValue.Value);
}
}
//只更新有权限的实体
public override void Update(T data)
{
if (!data.IsHost) return;
base.Update(data);
}
public override void Add(T data)
{
if (!data.IsHost) return;
base.Add(data);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 64294f09974c48ca82724ebb3e1a3338
timeCreated: 1722477295