protected override void OnCreate() { base.OnCreate(); m_IncomingDataQuery = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(CommandTargetComponent), typeof(NetworkStreamInGame) }, None = new ComponentType[] { typeof(NetworkStreamDisconnected), typeof(NetworkStreamRequestDisconnect) } }); m_CommandCollectionSystem = World.GetOrCreateSystem <CommandCollectionSystem>(); m_ReceiveSystem = World.GetOrCreateSystem <NetworkStreamReceiveSystem>(); m_ClientSimulationSystemGroup = World.GetOrCreateSystem <ClientSimulationSystemGroup>(); m_NetworkCompressionModel = new NetworkCompressionModel(Allocator.Persistent); }
protected override void OnCreate() { #if ENABLE_UNITY_COLLECTIONS_CHECKS UnityEngine.Debug.Assert(UnsafeUtility.SizeOf <OutgoingRpcDataStreamBufferComponent>() == 1); UnityEngine.Debug.Assert(UnsafeUtility.SizeOf <IncomingRpcDataStreamBufferComponent>() == 1); #endif m_Barrier = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>(); m_RpcBufferGroup = GetEntityQuery( ComponentType.ReadWrite <IncomingRpcDataStreamBufferComponent>(), ComponentType.ReadWrite <OutgoingRpcDataStreamBufferComponent>(), ComponentType.ReadWrite <NetworkStreamConnection>(), ComponentType.Exclude <NetworkStreamDisconnected>()); RequireForUpdate(m_RpcBufferGroup); RegisterRpc(ComponentType.ReadWrite <RpcSetNetworkId>(), default(RpcSetNetworkId).CompileExecute()); m_ReceiveSystem = World.GetOrCreateSystem <NetworkStreamReceiveSystem>(); m_GhostSimulationGroup = World.GetExistingSystem <GhostSimulationSystemGroup>(); m_RpcErrors = new NativeQueue <RpcReceiveError>(Allocator.Persistent); }
protected override void OnCreate() { #if UNITY_EDITOR || DEVELOPMENT_BUILD m_GhostStatsCollectionSystem = World.GetOrCreateSystem <GhostStatsCollectionSystem>(); m_NetStats = new NativeArray <uint>(2, Allocator.Persistent); #endif m_ReceiveSystem = World.GetOrCreateSystem <NetworkStreamReceiveSystem>(); m_ClientSimulationSystemGroup = World.GetOrCreateSystem <ClientSimulationSystemGroup>(); m_CompressionModel = new NetworkCompressionModel(Allocator.Persistent); RequireForUpdate(EntityManager.CreateEntityQuery( ComponentType.ReadOnly <NetworkStreamInGame>(), ComponentType.ReadOnly <NetworkStreamConnection>(), ComponentType.ReadOnly <NetworkSnapshotAckComponent>(), ComponentType.ReadOnly <CommandTargetComponent>(), ComponentType.Exclude <NetworkStreamDisconnected>())); if (typeof(TCommandData) != typeof(NullCommandData)) { RequireForUpdate(EntityManager.CreateEntityQuery(ComponentType.ReadOnly <TCommandData>())); } }
protected override void OnCreate() { base.OnCreate(); m_SerializeLookup = new Dictionary <Entity, ReferencableSerializeClientData>(32); m_ConnectionGroup = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(NetworkStreamConnection), typeof(NetworkSnapshotAckComponent), /*typeof(NetworkStreamInGame)*/ } }); m_ConnectionWithoutSnapshotBufferGroup = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(NetworkStreamConnection), /* typeof(NetworkStreamInGame)*/ }, None = new ComponentType[] { typeof(ClientSnapshotBuffer) } }); m_ServerSimulationSystemGroup = World.GetOrCreateSystem <ServerSimulationSystemGroup>(); m_ReceiveSystem = World.GetOrCreateSystem <NetworkStreamReceiveSystem>(); m_CreateSnapshotSystem = World.GetOrCreateSystem <CreateSnapshotSystem>(); m_DataStream = new DataStreamWriter(32_768, Allocator.Persistent); }
protected override void OnCreate() { m_CanRegister = true; m_RpcData = new NativeList <RpcData>(16, Allocator.Persistent); m_RpcTypeHashToIndex = new NativeHashMap <ulong, int>(16, Allocator.Persistent); #if ENABLE_UNITY_COLLECTIONS_CHECKS Debug.Assert(UnsafeUtility.SizeOf <OutgoingRpcDataStreamBufferComponent>() == 1); Debug.Assert(UnsafeUtility.SizeOf <IncomingRpcDataStreamBufferComponent>() == 1); #endif m_Barrier = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>(); m_RpcBufferGroup = GetEntityQuery( ComponentType.ReadWrite <IncomingRpcDataStreamBufferComponent>(), ComponentType.ReadWrite <OutgoingRpcDataStreamBufferComponent>(), ComponentType.ReadWrite <NetworkStreamConnection>(), ComponentType.Exclude <NetworkStreamDisconnected>()); RequireForUpdate(m_RpcBufferGroup); RegisterRpc(ComponentType.ReadWrite <RpcSetNetworkId>(), default(RpcSetNetworkId).CompileExecute()); m_ReceiveSystem = World.GetOrCreateSystem <NetworkStreamReceiveSystem>(); }