static void TestDelta <TInputStream, TOutputStream>(NetworkSchema schema, List <object> values, List <object> baselineValues) where TInputStream : NetworkCompression.IInputStream, new() where TOutputStream : NetworkCompression.IOutputStream, new() { var inputBuffer = new byte[1024 * 64]; var baselineBuffer = new byte[1024 * 64]; var deltaBuffer = new byte[1024 * 64]; var outputBuffer = new byte[1024 * 64]; NetworkTestUtils.WriteValues(values, inputBuffer, schema); if (baselineValues != null) { NetworkTestUtils.WriteValues(baselineValues, baselineBuffer, schema); } else { baselineBuffer = new byte[1024 * 64]; } var outputStream = new TOutputStream(); outputStream.Initialize(NetworkCompressionModel.DefaultModel, deltaBuffer, 0, null); uint hash = 0; DeltaWriter.Write(ref outputStream, schema, inputBuffer, baselineBuffer, zeroFieldsChanged, 0, ref hash); outputStream.Flush(); var inputStream = new TInputStream(); inputStream.Initialize(NetworkCompressionModel.DefaultModel, deltaBuffer, 0); hash = 0; DeltaReader.Read(ref inputStream, schema, outputBuffer, baselineBuffer, zeroFieldsChanged, 0, ref hash); NetworkTestUtils.ReadAndAssertValues(values, outputBuffer, schema); }
void ReadCommands(ref RawInputStream input) { counters.commandsIn++; var schema = input.ReadRawBits(1) != 0; if (schema) { commandSchema = NetworkSchema.ReadSchema(ref input); // might be overridden } // NETTODO Reconstruct the wide sequence // NETTODO Rename to commandMessageSequence? var sequence = Sequence.FromUInt16((ushort)input.ReadRawBits(16), commandSequenceIn); if (sequence > commandSequenceIn) { commandSequenceIn = sequence; } CommandInfo previous = defaultCommandInfo; while (input.ReadRawBits(1) != 0) { var command = commandsIn.Acquire(sequence); command.time = (int)input.ReadPackedIntDelta(previous.time, NetworkConfig.commandTimeContext); uint hash = 0; DeltaReader.Read(ref input, commandSchema, command.data, previous.data, zeroFieldsChanged, 0, ref hash); previous = command; --sequence; } }
static void Main(string[] args) { var watch = new System.Diagnostics.Stopwatch(); var adlsClient = GetDataLakeServiceClient("storageaccountname", "storageAccountKey"); var adlsFileSystem = adlsClient.GetFileSystemClient("filesystem"); var deltaReader = new DeltaReader("ppe/metadatatest/catalog_test", adlsFileSystem); watch.Start(); var table = deltaReader.Read().Result; Console.WriteLine(table.Count()); var array = ToJArray(table); Console.WriteLine(array.Count); watch.Stop(); Console.WriteLine($"Execution Time: {watch.ElapsedMilliseconds} ms"); Console.ReadKey(); }
unsafe void ReadSnapshot <TInputStream>(int sequence, ref TInputStream input, ISnapshotConsumer consumer) where TInputStream : NetworkCompression.IInputStream { //input.SetStatsType(NetworkCompressionReader.Type.SnapshotSchema); counters.snapshotsIn++; // Snapshot may be delta compressed against one or more baselines // Baselines are indicated by sequence number of the package it was in var haveBaseline = input.ReadRawBits(1) == 1; var baseSequence = (int)input.ReadPackedIntDelta(sequence - 1, NetworkConfig.baseSequenceContext); bool enableNetworkPrediction = input.ReadRawBits(1) != 0; bool enableHashing = input.ReadRawBits(1) != 0; int baseSequence1 = 0; int baseSequence2 = 0; if (enableNetworkPrediction) { baseSequence1 = (int)input.ReadPackedIntDelta(baseSequence - 1, NetworkConfig.baseSequence1Context); baseSequence2 = (int)input.ReadPackedIntDelta(baseSequence1 - 1, NetworkConfig.baseSequence2Context); } if (clientDebug.IntValue > 2) { if (enableNetworkPrediction) { GameDebug.Log((haveBaseline ? "Snap [BL]" : "Snap [ ]") + "(" + sequence + ") " + baseSequence + " - " + baseSequence1 + " - " + baseSequence2); } else { GameDebug.Log((haveBaseline ? "Snap [BL]" : "Snap [ ]") + "(" + sequence + ") " + baseSequence); } } if (!haveBaseline) { counters.fullSnapshotsIn++; } GameDebug.Assert(!haveBaseline || (sequence > baseSequence && sequence - baseSequence < NetworkConfig.snapshotDeltaCacheSize), "Attempting snapshot encoding with invalid baseline: {0}:{1}", sequence, baseSequence); var snapshotInfo = snapshots.Acquire(sequence); snapshotInfo.serverTime = (int)input.ReadPackedIntDelta(haveBaseline ? snapshots[baseSequence].serverTime : 0, NetworkConfig.serverTimeContext); var temp = (int)input.ReadRawBits(8); serverSimTime = temp * 0.1f; // Only update time if received in-order.. // TODO consider dropping out of order snapshots // TODO detecting out-of-order on pack sequences if (snapshotInfo.serverTime > serverTime) { serverTime = snapshotInfo.serverTime; snapshotReceivedTime = NetworkUtils.stopwatch.ElapsedMilliseconds; } else { GameDebug.Log(string.Format("NetworkClient. Dropping out of order snaphot. Server time:{0} snapshot time:{1}", serverTime, snapshotInfo.serverTime)); } counters.AddSectionStats("snapShotHeader", input.GetBitPosition2(), new Color(0.5f, 0.5f, 0.5f)); // Used by thinclient that wants to very cheaply just do minimal handling of // snapshots if (m_DropSnapshots) { return; } // Read schemas var schemaCount = input.ReadPackedUInt(NetworkConfig.schemaCountContext); for (int schemaIndex = 0; schemaIndex < schemaCount; ++schemaIndex) { var typeId = (ushort)input.ReadPackedUInt(NetworkConfig.schemaTypeIdContext); var entityType = new EntityTypeInfo() { typeId = typeId }; entityType.schema = NetworkSchema.ReadSchema(ref input); counters.AddSectionStats("snapShotSchemas", input.GetBitPosition2(), new Color(0.0f, (schemaIndex & 1) == 1 ? 0.5f : 1.0f, 1.0f)); entityType.baseline = new uint[NetworkConfig.maxEntitySnapshotDataSize]; NetworkSchema.CopyFieldsToBuffer(entityType.schema, ref input, entityType.baseline); if (!entityTypes.ContainsKey(typeId)) { entityTypes.Add(typeId, entityType); } counters.AddSectionStats("snapShotSchemas", input.GetBitPosition2(), new Color(1.0f, (schemaIndex & 1) == 1 ? 0.5f : 1.0f, 1.0f)); } // Remove any despawning entities that belong to older base sequences for (int i = 0; i < entities.Count; i++) { var e = entities[i]; if (e.type == null) { continue; } if (e.despawnSequence > 0 && e.despawnSequence <= baseSequence) { e.Reset(); } } // Read new spawns m_TempSpawnList.Clear(); var previousId = 1; var spawnCount = input.ReadPackedUInt(NetworkConfig.spawnCountContext); for (var spawnIndex = 0; spawnIndex < spawnCount; ++spawnIndex) { var id = (int)input.ReadPackedIntDelta(previousId, NetworkConfig.idContext); previousId = id; // Register the entity var typeId = (ushort)input.ReadPackedUInt(NetworkConfig.spawnTypeIdContext); //TODO: use another encoding GameDebug.Assert(entityTypes.ContainsKey(typeId), "Spawn request with unknown type id {0}", typeId); byte fieldMask = (byte)input.ReadRawBits(8); // TODO (petera) need an max entity id for safety while (id >= entities.Count) { entities.Add(new EntityInfo()); } // Incoming spawn of different type than what we have for this id, so immediately nuke // the one we have to make room for the incoming if (entities[id].type != null && entities[id].type.typeId != typeId) { // This should only ever happen in case of no baseline as normally the server will // not reuse an id before all clients have acknowledged its despawn. GameDebug.Assert(haveBaseline == false, "Spawning entity but we already have with different type?"); GameDebug.Log("REPLACING old entity: " + id + " because snapshot gave us new type for this id"); despawns.Add(id); entities[id].Reset(); } // We can receive spawn information in several snapshots before our ack // has reached the server. Only pass on spawn to game layer once if (entities[id].type == null) { var e = entities[id]; e.type = entityTypes[typeId]; e.fieldMask = fieldMask; spawns.Add(id); } m_TempSpawnList.Add(id); } counters.AddSectionStats("snapShotSpawns", input.GetBitPosition2(), new Color(0, 0.58f, 0)); // Read despawns var despawnCount = input.ReadPackedUInt(NetworkConfig.despawnCountContext); // If we have no baseline, we need to clear all entities that are not being spawned if (!haveBaseline) { GameDebug.Assert(despawnCount == 0, "There should not be any despawns in a non-baseline snapshot"); for (int i = 0, c = entities.Count; i < c; ++i) { var e = entities[i]; if (e.type == null) { continue; } if (m_TempSpawnList.Contains(i)) { continue; } GameDebug.Log("NO BL SO PRUNING Stale entity: " + i); despawns.Add(i); e.Reset(); } } for (var despawnIndex = 0; despawnIndex < despawnCount; ++despawnIndex) { var id = (int)input.ReadPackedIntDelta(previousId, NetworkConfig.idContext); previousId = id; // we may see despawns many times, only handle if we still have the entity GameDebug.Assert(id < entities.Count, "Getting despawn for id {0} but we only know about entities up to {1}", id, entities.Count); if (entities[id].type == null) { continue; } var entity = entities[id]; // Already in the process of being despawned. This happens with same-snapshot spawn/despawn cases if (entity.despawnSequence > 0) { continue; } // If we are spawning and despawning in same snapshot, delay actual deletion of // entity as we need it around to be able to read the update part of the snapshot if (m_TempSpawnList.Contains(id)) { entity.despawnSequence = sequence; // keep until baseSequence >= despawnSequence } else { entity.Reset(); // otherwise remove right away; no further updates coming, not even in this snap } // Add to despawns list so we can request despawn from game later GameDebug.Assert(!despawns.Contains(id), "Double despawn in same snaphot? {0}", id); despawns.Add(id); } counters.AddSectionStats("snapShotDespawns", input.GetBitPosition2(), new Color(0.49f, 0, 0)); // Predict all active entities for (var id = 0; id < entities.Count; id++) { var info = entities[id]; if (info.type == null) { continue; } // NOTE : As long as the server haven't gotten the spawn acked, it will keep sending // delta relative to 0, so we need to check if the entity was in the spawn list to determine // if the delta is relative to the last update or not int baseline0Time = 0; uint[] baseline0 = info.type.baseline; GameDebug.Assert(baseline0 != null, "Unable to find schema baseline for type {0}", info.type.typeId); if (haveBaseline && !m_TempSpawnList.Contains(id)) { baseline0 = info.baselines.FindMax(baseSequence); GameDebug.Assert(baseline0 != null, "Unable to find baseline for seq {0} for id {1}", baseSequence, id); baseline0Time = snapshots[baseSequence].serverTime; } if (enableNetworkPrediction) { uint num_baselines = 1; // 1 because either we have schema baseline or we have a real baseline int baseline1Time = 0; int baseline2Time = 0; uint[] baseline1 = null; uint[] baseline2 = null; if (baseSequence1 != baseSequence) { baseline1 = info.baselines.FindMax(baseSequence1); if (baseline1 != null) { num_baselines = 2; baseline1Time = snapshots[baseSequence1].serverTime; } if (baseSequence2 != baseSequence1) { baseline2 = info.baselines.FindMax(baseSequence2); if (baseline2 != null) { num_baselines = 3; baseline2Time = snapshots[baseSequence2].serverTime; } } } // TODO (petera) are these clears needed? for (int i = 0, c = info.fieldsChangedPrediction.Length; i < c; ++i) { info.fieldsChangedPrediction[i] = 0; } for (int i = 0; i < NetworkConfig.maxEntitySnapshotDataSize; i++) { info.prediction[i] = 0; fixed(uint *prediction = info.prediction, baseline0p = baseline0, baseline1p = baseline1, baseline2p = baseline2) { NetworkPrediction.PredictSnapshot(prediction, info.fieldsChangedPrediction, info.type.schema, num_baselines, (uint)baseline0Time, baseline0p, (uint)baseline1Time, baseline1p, (uint)baseline2Time, baseline2p, (uint)snapshotInfo.serverTime, info.fieldMask); } } else { var f = info.fieldsChangedPrediction; for (var i = 0; i < f.Length; ++i) { f[i] = 0; } for (int i = 0, c = info.type.schema.GetByteSize() / 4; i < c; ++i) { info.prediction[i] = baseline0[i]; } } } // Read updates var updateCount = input.ReadPackedUInt(NetworkConfig.updateCountContext); for (var updateIndex = 0; updateIndex < updateCount; ++updateIndex) { var id = (int)input.ReadPackedIntDelta(previousId, NetworkConfig.idContext); previousId = id; var info = entities[id]; uint hash = 0; // Copy prediction to temp buffer as we now overwrite info.prediction with fully unpacked // state by applying incoming delta to prediction. for (int i = 0, c = info.type.schema.GetByteSize() / 4; i < c; ++i) { tempSnapshotBuffer[i] = info.prediction[i]; } DeltaReader.Read(ref input, info.type.schema, info.prediction, tempSnapshotBuffer, info.fieldsChangedPrediction, info.fieldMask, ref hash); if (enableHashing) { uint hashCheck = input.ReadRawBits(32); if (hash != hashCheck) { GameDebug.Log("Hash check fail for entity " + id); if (enableNetworkPrediction) { GameDebug.Assert(false, "Snapshot (" + snapshotInfo.serverTime + ") " + (haveBaseline ? "Snap [BL]" : "Snap [ ]") + " " + baseSequence + " - " + baseSequence1 + " - " + baseSequence2 + ". Sche: " + schemaCount + " Spwns: " + spawnCount + " Desp: " + despawnCount + " Upd: " + updateCount); } else { GameDebug.Assert(false, "Snapshot (" + snapshotInfo.serverTime + ") " + (haveBaseline ? "Snap [BL]" : "Snap [ ]") + " " + baseSequence + ". Sche: " + schemaCount + " Spwns: " + spawnCount + " Desp: " + despawnCount + " Upd: " + updateCount); } } } } if (enableNetworkPrediction) { counters.AddSectionStats("snapShotUpdatesPredict", input.GetBitPosition2(), haveBaseline ? new Color(0.09f, 0.38f, 0.93f) : Color.cyan); } else { counters.AddSectionStats("snapShotUpdatesNoPredict", input.GetBitPosition2(), haveBaseline ? new Color(0.09f, 0.38f, 0.93f) : Color.cyan); } uint snapshotHash = 0; // sum of hash for all (updated or not) entity snapshots uint numEnts = 0; for (int id = 0; id < entities.Count; id++) { var info = entities[id]; if (info.type == null) { continue; } // Skip despawned that have not also been spawned in this snapshot if (info.despawnSequence > 0 && !spawns.Contains(id)) { continue; } // If just spawned or if new snapshot is different from the last we deserialized, // we need to deserialize. Otherwise just ignore; no reason to deserialize the same // values again int schemaSize = info.type.schema.GetByteSize(); if (info.baselines.GetSize() == 0 || NetworkUtils.MemCmp(info.prediction, 0, info.lastUpdate, 0, schemaSize) != 0) { var data = info.baselines.Insert(sequence); for (int i = 0; i < schemaSize / 4; ++i) data[i] = info.prediction[i]; } if (sequence > info.lastUpdateSequence) { if (!updates.Contains(id)) { updates.Add(id); } for (int i = 0; i < schemaSize / 4; ++i) { info.lastUpdate[i] = info.prediction[i]; } info.lastUpdateSequence = sequence; } } if (enableHashing && info.despawnSequence == 0) { snapshotHash += NetworkUtils.SimpleHash(info.prediction, schemaSize); numEnts++; } }
void ReadSnapshot <TInputStream>(int sequence, ref TInputStream input) where TInputStream : NetworkCompression.IInputStream { //input.SetStatsType(NetworkCompressionReader.Type.SnapshotSchema); counters.snapshotsIn++; // Snapshot may be delta compressed against one or more baselines // Baselines are indicated by sequence number of the package it was in var baseSequence = (int)input.ReadPackedIntDelta(sequence - 1, NetworkConfig.baseSequenceContext); bool enableNetworkPrediction = input.ReadRawBits(1) != 0; bool enableHashing = input.ReadRawBits(1) != 0; int baseSequence1 = 0; int baseSequence2 = 0; if (enableNetworkPrediction) { baseSequence1 = (int)input.ReadPackedIntDelta(baseSequence - 1, NetworkConfig.baseSequence1Context); baseSequence2 = (int)input.ReadPackedIntDelta(baseSequence1 - 1, NetworkConfig.baseSequence2Context); } if (clientDebug.IntValue > 2) { if (enableNetworkPrediction) { GameDebug.Log((baseSequence > 0 ? "Snap [BL]" : "Snap [ ]") + "(" + sequence + ") " + baseSequence + " - " + baseSequence1 + " - " + baseSequence2); } else { GameDebug.Log((baseSequence > 0 ? "Snap [BL]" : "Snap [ ]") + "(" + sequence + ") " + baseSequence); } } if (baseSequence == 0) { counters.fullSnapshotsIn++; } GameDebug.Assert(baseSequence == 0 || (sequence > baseSequence && sequence - baseSequence < NetworkConfig.snapshotDeltaCacheSize), "Attempting snapshot encoding with invalid baseline: {0}:{1}", sequence, baseSequence); var snapshotInfo = snapshots.Acquire(sequence); snapshotInfo.serverTime = (int)input.ReadPackedIntDelta(baseSequence != 0 ? snapshots[baseSequence].serverTime : 0, NetworkConfig.serverTimeContext); var temp = (int)input.ReadRawBits(8); serverSimTime = temp * 0.1f; // Only update time if received in-order.. // TODO consider dropping out of order snapshots // TODO detecting out-of-order on pack sequences if (snapshotInfo.serverTime > serverTime) { serverTime = snapshotInfo.serverTime; snapshotReceivedTime = NetworkUtils.stopwatch.ElapsedMilliseconds; } else { GameDebug.Log(string.Format("NetworkClient. Dropping out of order snaphot. Server time:{0} snapshot time:{1}", serverTime, snapshotInfo.serverTime)); } // Read schemas var schemaCount = input.ReadPackedUInt(NetworkConfig.schemaCountContext); for (int schemaIndex = 0; schemaIndex < schemaCount; ++schemaIndex) { var typeId = (ushort)input.ReadPackedUInt(NetworkConfig.schemaTypeIdContext); var entityType = new EntityTypeInfo() { typeId = typeId }; entityType.schema = NetworkSchema.ReadSchema(ref input); entityType.baseline = new byte[NetworkConfig.maxEntitySnapshotDataSize]; NetworkSchema.CopyFieldsToBuffer(entityType.schema, ref input, entityType.baseline); if (!entityTypes.ContainsKey(typeId)) { entityTypes.Add(typeId, entityType); } } // Remove any despawning entities that belong to older base sequences for (int i = 0; i < entities.Count; i++) { var e = entities[i]; if (e.type == null) { continue; } if (e.despawnSequence > 0 && e.despawnSequence <= baseSequence) { e.Reset(); } } // Read new spawns m_TempSpawnList.Clear(); var previousId = 1; var spawnCount = input.ReadPackedUInt(NetworkConfig.spawnCountContext); for (var spawnIndex = 0; spawnIndex < spawnCount; ++spawnIndex) { var id = (int)input.ReadPackedIntDelta(previousId, NetworkConfig.idContext); previousId = id; // Register the entity var typeId = (ushort)input.ReadPackedUInt(NetworkConfig.spawnTypeIdContext); //TODO: use another encoding GameDebug.Assert(entityTypes.ContainsKey(typeId), "Spawn request with unknown type id {0}", typeId); byte fieldMask = (byte)input.ReadRawBits(8); // Check if we already registered the entity since we can receive spawn information // in several snapshots before the client has ack a package containing the spawn // TODO (petera) need an max entity id for safety while (id >= entities.Count) { entities.Add(new EntityInfo()); } if (entities[id].type == null) { var e = entities[id]; e.type = entityTypes[typeId]; e.fieldMask = fieldMask; spawns.Add(id); } m_TempSpawnList.Add(id); } // Read despawns var despawnCount = input.ReadPackedUInt(NetworkConfig.despawnCountContext); for (var despawnIndex = 0; despawnIndex < despawnCount; ++despawnIndex) { var id = (int)input.ReadPackedIntDelta(previousId, NetworkConfig.idContext); previousId = id; // we may see despawns many times, only handle if we still have the entity GameDebug.Assert(id < entities.Count, "Getting despawn for id {0} but we only know about entities up to {1}", id, entities.Count); if (entities[id].type == null) { continue; } var entity = entities[id]; // Already in the process of being despawned. This happens with same-snapshot spawn/despawn cases if (entity.despawnSequence > 0) { continue; } // If we are spawning and despawning in same snapshot, delay actual deletion of // entity as we need it around to be able to read the update part of the snapshot if (m_TempSpawnList.Contains(id)) { entity.despawnSequence = sequence; // keep until baseSequence >= despawnSequence } else { entity.Reset(); // otherwise remove right away; no further updates coming, not even in this snap } // Add to despawns list so we can request despawn from game later GameDebug.Assert(!despawns.Contains(id), "Double despawn in same snaphot? {0}", id); despawns.Add(id); } // Predict all active entities for (var id = 0; id < entities.Count; id++) { var info = entities[id]; if (info.type == null) { continue; } // NOTE : As long as the server haven't gotten the spawn acked, it will keep sending // delta relative to 0, so we need to check if the entity was in the spawn list to determine // if the delta is relative to the last update or not int baseline0Time = 0; byte[] baseline0 = info.type.baseline; GameDebug.Assert(baseline0 != null, "Unable to find schema baseline for type {0}", info.type.typeId); if (baseSequence != 0 && !m_TempSpawnList.Contains(id)) { baseline0 = info.baselines.FindMax(baseSequence); GameDebug.Assert(baseline0 != null, "Unable to find baseline for seq {0} for id {1}", baseSequence, id); baseline0Time = snapshots[baseSequence].serverTime; } if (enableNetworkPrediction) { uint num_baselines = 1; // 1 because either we have schema baseline or we have a real baseline int baseline1Time = 0; int baseline2Time = 0; byte[] baseline1 = null; byte[] baseline2 = null; if (baseSequence1 != baseSequence) { baseline1 = info.baselines.FindMax(baseSequence1); if (baseline1 != null) { num_baselines = 2; baseline1Time = snapshots[baseSequence1].serverTime; } if (baseSequence2 != baseSequence1) { baseline2 = info.baselines.FindMax(baseSequence2); if (baseline2 != null) { num_baselines = 3; baseline2Time = snapshots[baseSequence2].serverTime; } } } // TODO (petera) are these clears needed? for (int i = 0, c = info.fieldsChangedPrediction.Length; i < c; ++i) { info.fieldsChangedPrediction[i] = 0; } for (int i = 0; i < NetworkConfig.maxEntitySnapshotDataSize; i++) { info.prediction[i] = 0; } NetworkPrediction.PredictSnapshot(info.prediction, info.fieldsChangedPrediction, info.type.schema, num_baselines, (uint)baseline0Time, baseline0, (uint)baseline1Time, baseline1, (uint)baseline2Time, baseline2, (uint)snapshotInfo.serverTime, info.fieldMask); } else { var f = info.fieldsChangedPrediction; for (var i = 0; i < f.Length; ++i) { f[i] = 0; } NetworkUtils.MemCopy(baseline0, 0, info.prediction, 0, info.type.schema.GetByteSize()); } } // Read updates var updateCount = input.ReadPackedUInt(NetworkConfig.updateCountContext); for (var updateIndex = 0; updateIndex < updateCount; ++updateIndex) { var id = (int)input.ReadPackedIntDelta(previousId, NetworkConfig.idContext); previousId = id; var info = entities[id]; uint hash = 0; // Copy prediction to temp buffer as we now overwrite info.prediction with fully unpacked // state by applying incoming delta to prediction. NetworkUtils.MemCopy(info.prediction, 0, tempSnapshotBuffer, 0, info.type.schema.GetByteSize()); DeltaReader.Read(ref input, info.type.schema, info.prediction, tempSnapshotBuffer, info.fieldsChangedPrediction, info.fieldMask, ref hash); if (enableHashing) { uint hashCheck = input.ReadRawBits(32); if (hash != hashCheck) { GameDebug.Log("Hash check fail for entity " + id); if (enableNetworkPrediction) { GameDebug.Assert(false, "Snapshot (" + snapshotInfo.serverTime + ") " + (baseSequence > 0 ? "Snap [BL]" : "Snap [ ]") + " " + baseSequence + " - " + baseSequence1 + " - " + baseSequence2 + ". Sche: " + schemaCount + " Spwns: " + spawnCount + " Desp: " + despawnCount + " Upd: " + updateCount); } else { GameDebug.Assert(false, "Snapshot (" + snapshotInfo.serverTime + ") " + (baseSequence > 0 ? "Snap [BL]" : "Snap [ ]") + " " + baseSequence + ". Sche: " + schemaCount + " Spwns: " + spawnCount + " Desp: " + despawnCount + " Upd: " + updateCount); } } } } uint snapshotHash = 0; // sum of hash for all (updated or not) entity snapshots uint numEnts = 0; for (int id = 0; id < entities.Count; id++) { var info = entities[id]; if (info.type == null) { continue; } // Skip despawned that have not also been spawned in this snapshot if (info.despawnSequence > 0 && !spawns.Contains(id)) { continue; } // If just spawned or if new snapshot is different from the last we deserialized, // we need to deserialize. Otherwise just ignore; no reason to deserialize the same // values again int schemaSize = info.type.schema.GetByteSize(); if (info.baselines.GetSize() == 0 || NetworkUtils.MemCmp(info.prediction, 0, info.lastUpdate, 0, schemaSize) != 0) { var data = info.baselines.Insert(sequence); NetworkUtils.MemCopy(info.prediction, 0, data, 0, schemaSize); if (sequence > info.lastUpdateSequence) { if (!updates.Contains(id)) { updates.Add(id); } NetworkUtils.MemCopy(info.prediction, 0, info.lastUpdate, 0, schemaSize); info.lastUpdateSequence = sequence; } } if (enableHashing && info.despawnSequence == 0) { snapshotHash += NetworkUtils.SimpleHash(info.prediction, schemaSize); numEnts++; } } if (clientDebug.IntValue > 1) { if (clientDebug.IntValue > 2 || spawnCount > 0 || despawnCount > 0 || schemaCount > 0 || baseSequence == 0) { string entityIds = ""; for (var i = 0; i < entities.Count; i++) { entityIds += entities[i].type == null ? ",-" : ("," + i); } string despawnIds = string.Join(",", despawns); string spawnIds = string.Join(",", spawns); string updateIds = string.Join(",", updates); if (enableNetworkPrediction) { GameDebug.Log((baseSequence > 0 ? "Snap [BL]" : "Snap [ ]") + " " + baseSequence + " - " + baseSequence1 + " - " + baseSequence2 + ". Sche: " + schemaCount + " Spwns: " + spawnCount + "(" + spawnIds + ") Desp: " + despawnCount + "(" + despawnIds + ") Upd: " + updateCount + "(" + updateIds + ") Ents:" + entities.Count + " EntityIds:" + entityIds); } else { GameDebug.Log((baseSequence > 0 ? "Snap [BL]" : "Snap [ ]") + " " + baseSequence + ". Sche: " + schemaCount + " Spwns: " + spawnCount + "(" + spawnIds + ") Desp: " + despawnCount + "(" + despawnIds + ") Upd: " + updateCount + "(" + updateIds + ") Ents:" + entities.Count + " EntityIds:" + entityIds); } } } if (enableHashing) { uint numEntsCheck = input.ReadRawBits(32); if (numEntsCheck != numEnts) { GameDebug.Log("SYNC PROBLEM: server num ents: " + numEntsCheck + " us:" + numEnts); GameDebug.Assert(false); } } }