Beispiel #1
0
		///// <summary>
		///// 读文件
		///// </summary>
		///// <param name="filePath"> 文件完整路径 </param>
		///// <param name="read"> 自定义的读取方法, 使用 BinaryReader 的 Read 方法来完成 </param>
		//public static void ReadFile(string filePath, Action<BinaryReader> read, Encoding encoding = null)
		//{
		//	using (FileStream fs = new FileStream(filePath, FileMode.Open, FileAccess.Read))
		//	{
		//		using (BinaryReader reader = encoding == null ? new BinaryReader(fs) : new BinaryReader(fs, encoding))
		//		{
		//			read(reader);
		//		}
		//	}
		//}


		///// <summary>
		///// 写文件
		///// </summary>
		///// <param name="filePath"> 文件完整路径 </param>
		///// <param name="write"> 自定义的写入方法, 使用 BinaryWriter 的 Write 方法来完成 </param>
		//public static void WriteFile(string filePath, Action<BinaryWriter> write, Encoding encoding = null)
		//{
		//	using (FileStream fs = new FileStream(filePath, FileMode.Create, FileAccess.Write))
		//	{
		//		using (BinaryWriter writer = encoding == null ? new BinaryWriter(fs) : new BinaryWriter(fs, encoding))
		//		{
		//			write(writer);
		//		}
		//	}
		//}


		///// <summary>
		///// 将一个可序列化的对象写入文件
		///// </summary>
		///// <param name="obj"> 需要写入的对象 </param>
		///// <param name="filePath"> 文件完整路径 </param>
		///// <param name="encrypt"> 是否需要加密 </param>
		///// <returns> 如果操作成功返回 true,否则返回 false </returns>
		//public static bool WriteObjectToFile(object obj, string filePath, bool encrypt = false)
		//{
		//	try
		//	{
		//		WriteFile(filePath, writer =>
		//		{
		//			byte[] array;
		//			int count;
		//			Serialize(obj, out array, out count);
		//			if (encrypt)
		//			{
		//				uint key = new Random().seed;
		//				int code = EncryptDecrypt(key, array, 0, count);
		//				writer.Write(key);
		//				writer.Write(array, 0, count);
		//				writer.Write(code);
		//			}
		//			else writer.Write(array, 0, count);
		//		});
		//		return true;
		//	}
		//	catch { return false; }
		//}


		///// <summary>
		///// 从文件中读取一个可序列化的对象
		///// </summary>
		///// <param name="filePath"> 文件完整路径 </param>
		///// <param name="decrypt"> 是否需要解密 </param>
		///// <returns> 如果操作成功返回对象,否则返回 null </returns>
		//public static object ReadObjectFromFile(string filePath, bool decrypt = false)
		//{
		//	try
		//	{
		//		byte[] array = null;
		//		ReadFile(filePath, reader =>
		//		{
		//			if (decrypt)
		//			{
		//				uint key = reader.ReadUInt32();
		//				array = reader.ReadBytes((int)reader.BaseStream.Length - 8);
		//				int code = reader.ReadInt32();
		//				if (EncryptDecrypt(key, array) != code) array = null;
		//			}
		//			else array = reader.ReadBytes((int)reader.BaseStream.Length);
		//		});
		//		return Deserialize(array);
		//	}
		//	catch { return null; }
		//}


		/// <summary>
		/// 将 Vector3 值写入字节数组
		/// </summary>
		/// <param name="buffer"> 字节数组 </param>
		/// <param name="offset"> 写入字节数组的开始下标, 操作完成后增加 12 </param>
		/// <param name="value"> 被写入的值 </param>
		public static void WriteToBuffer(byte[] buffer, ref int offset, Vector3 value)
		{
			UnionValue union = new UnionValue();

			union.floatValue = value.x;
            union.WriteFloatTo(buffer, ref offset);

			union.floatValue = value.y;
			union.WriteFloatTo(buffer, ref offset);

			union.floatValue = value.z;
			union.WriteFloatTo(buffer, ref offset);
		}
Beispiel #2
0
		/// <summary>
		/// 从字节数组里读取 Vector3
		/// </summary>
		/// <param name="buffer"> 字节数组 </param>
		/// <param name="offset"> 从字节数组里开始读取的下标, 操作完成后增加 12 </param>
		/// <returns> 读取的 Vector3 值 </returns>
		public static Vector3 ReadVector3FromBuffer(byte[] buffer, ref int offset)
		{
			Vector3 value = new Vector3();
			UnionValue union = new UnionValue();

			union.ReadFloatFrom(buffer, ref offset);
			value.x = union.floatValue;

			union.ReadFloatFrom(buffer, ref offset);
			value.y = union.floatValue;

			union.ReadFloatFrom(buffer, ref offset);
			value.z = union.floatValue;

			return value;
        }
Beispiel #3
0
		/// <summary>
		/// 从字节数组里读取 Quaternion
		/// </summary>
		/// <param name="buffer"> 字节数组 </param>
		/// <param name="offset"> 从字节数组里开始读取的下标, 操作完成后增加 16 </param>
		/// <returns> 读取的 Quaternion 值 </returns>
		public static Quaternion ReadQuaternionFromBuffer(byte[] buffer, ref int offset)
		{
			Quaternion value = new Quaternion();
			UnionValue union = new UnionValue();

			union.ReadFloatFrom(buffer, ref offset);
			value.x = union.floatValue;

			union.ReadFloatFrom(buffer, ref offset);
			value.y = union.floatValue;

			union.ReadFloatFrom(buffer, ref offset);
			value.z = union.floatValue;

			union.ReadFloatFrom(buffer, ref offset);
			value.w = union.floatValue;

			return value;
		}
Beispiel #4
0
        /// <summary>
        /// 非主控端接收数据
        /// </summary>
        public void S2C_SetData(byte[] data)
        {
#if UNITY_EDITOR
            //_syncCount ++;
            //_syncData = data;
#endif

            int        offset = 0;
            UnionValue union  = new UnionValue();

            // needSync
            union.ReadByteFrom(data, ref offset);
            byte needSync = union.byteValue;

            // position
            byte mask = 1;
            if ((needSync & mask) != 0)
            {
                _netPosition.SetData(Kit.ReadVector3FromBuffer(data, ref offset));
                _isFreezed = (byte)(_isFreezed & (~mask));
            }

            // rotation
            mask <<= 1;
            if ((needSync & mask) != 0)
            {
                _netRotation.SetData(Kit.ReadQuaternionFromBuffer(data, ref offset));
                _isFreezed = (byte)(_isFreezed & (~mask));
            }

            // velocity
            mask <<= 1;
            if ((needSync & mask) != 0)
            {
                _netVelocity.SetData(Kit.ReadVector3FromBuffer(data, ref offset));
                _isFreezed = (byte)(_isFreezed & (~mask));
            }

            // angularVelocity
            mask <<= 1;
            if ((needSync & mask) != 0)
            {
                _netAngularVelocity.SetData(Kit.ReadVector3FromBuffer(data, ref offset));
                _isFreezed = (byte)(_isFreezed & (~mask));
            }

            // aimPoint
            mask <<= 1;
            if ((needSync & mask) != 0)
            {
                _netAimPoint.SetData(Kit.ReadVector3FromBuffer(data, ref offset));
                _isFreezed = (byte)(_isFreezed & (~mask));
            }

            // input
            mask <<= 1;
            if ((needSync & mask) != 0)
            {
                union.ReadUShortFrom(data, ref offset);
                _netInput.SetData(union.ushortValue);
                _isFreezed = (byte)(_isFreezed & (~mask));
            }

            // freezeCmd
            mask <<= 1;
            if ((needSync & mask) != 0)
            {
                union.ReadByteFrom(data, ref offset);
                byte freezeCmd = union.byteValue;

                mask = 1;
                for (int i = 0; i < 8; i++)
                {
                    if ((freezeCmd & mask) != 0)
                    {
                        _isFreezed |= mask;
                    }
                    mask <<= 1;
                }
            }

            OnNetworkSync();
        }
Beispiel #5
0
        /// <summary>
        /// 主控端发送数据
        /// </summary>
        /// <returns> 如果不需要发送,返回 null </returns>
        public byte[] C2S_GetData()
        {
            byte needSync  = 0;
            byte freezeCmd = 0;
            int  byteCount = 1;

            // position
            byte       mask   = 1;
            SyncAction action = _netPosition.GetSyncAction();

            if (action != SyncAction.none)
            {
                needSync |= mask;
                if (action == SyncAction.freeze)
                {
                    freezeCmd |= mask;
                }
                byteCount += Kit.sizeOfVector3;
            }

            // rotation
            mask <<= 1;
            action = _netRotation.GetSyncAction();
            if (action != SyncAction.none)
            {
                needSync |= mask;
                if (action == SyncAction.freeze)
                {
                    freezeCmd |= mask;
                }
                byteCount += Kit.sizeOfQuaternion;
            }

            // velocity
            mask <<= 1;
            action = _netVelocity.GetSyncAction();
            if (action != SyncAction.none)
            {
                needSync |= mask;
                if (action == SyncAction.freeze)
                {
                    freezeCmd |= mask;
                }
                byteCount += Kit.sizeOfVector3;
            }

            // angularVelocity
            mask <<= 1;
            action = _netAngularVelocity.GetSyncAction();
            if (action != SyncAction.none)
            {
                needSync |= mask;
                if (action == SyncAction.freeze)
                {
                    freezeCmd |= mask;
                }
                byteCount += Kit.sizeOfVector3;
            }

            // aimPoint
            mask <<= 1;
            action = _netAimPoint.GetSyncAction();
            if (action != SyncAction.none)
            {
                needSync |= mask;
                if (action == SyncAction.freeze)
                {
                    freezeCmd |= mask;
                }
                byteCount += Kit.sizeOfVector3;
            }

            // input
            mask <<= 1;
            action = _netInput.GetSyncAction();
            if (action != SyncAction.none)
            {
                needSync |= mask;
                if (action == SyncAction.freeze)
                {
                    freezeCmd |= mask;
                }
                byteCount += Kit.sizeOfUshort;
            }

            // freezeCmd
            mask <<= 1;
            if (freezeCmd != 0)
            {
                needSync  |= mask;
                byteCount += 1;
            }

            byte[] buffer = null;

            if (needSync != 0)
            {
                buffer = GetShortestBuffer(byteCount);
                int offset = 0;

                UnionValue union = new UnionValue(needSync);
                union.WriteByteTo(buffer, ref offset);

                // position
                mask = 1;
                if ((needSync & mask) != 0)
                {
                    Kit.WriteToBuffer(buffer, ref offset, _netPosition.GetData());
                }

                // rotation
                mask <<= 1;
                if ((needSync & mask) != 0)
                {
                    Kit.WriteToBuffer(buffer, ref offset, _netRotation.GetData());
                }

                // velocity
                mask <<= 1;
                if ((needSync & mask) != 0)
                {
                    Kit.WriteToBuffer(buffer, ref offset, _netVelocity.GetData());
                }

                // angularVelocity
                mask <<= 1;
                if ((needSync & mask) != 0)
                {
                    Kit.WriteToBuffer(buffer, ref offset, _netAngularVelocity.GetData());
                }

                // aimPoint
                mask <<= 1;
                if ((needSync & mask) != 0)
                {
                    Kit.WriteToBuffer(buffer, ref offset, _netAimPoint.GetData());
                }

                // input
                mask <<= 1;
                if ((needSync & mask) != 0)
                {
                    union.ushortValue = _netInput.GetData();
                    union.WriteUShortTo(buffer, ref offset);
                }

                // freezeCmd
                mask <<= 1;
                if ((needSync & mask) != 0)
                {
                    union.byteValue = freezeCmd;
                    union.WriteByteTo(buffer, ref offset);
                }
            }

            return(buffer);
        }