namespacify everything
This commit is contained in:
@@ -1,28 +1,27 @@
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using FlaxEngine;
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namespace Game
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namespace Game;
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public static class InputManager
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{
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public static class InputManager
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public static bool GetAction(string name)
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{
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public static bool GetAction(string name)
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{
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if (Console.IsOpen)
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return false;
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return Input.GetAction(name);
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}
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if (Console.IsOpen)
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return false;
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return Input.GetAction(name);
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}
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public static float GetAxis(string name)
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{
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if (Console.IsOpen)
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return 0.0f;
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return Input.GetAxis(name);
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}
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public static float GetAxis(string name)
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{
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if (Console.IsOpen)
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return 0.0f;
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return Input.GetAxis(name);
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}
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public static float GetAxisRaw(string name)
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{
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if (Console.IsOpen)
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return 0.0f;
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return Input.GetAxisRaw(name);
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}
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public static float GetAxisRaw(string name)
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{
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if (Console.IsOpen)
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return 0.0f;
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return Input.GetAxisRaw(name);
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}
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}
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@@ -2,173 +2,172 @@
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using FlaxEngine;
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using FlaxEngine.Networking;
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namespace Game
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namespace Game;
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[StructLayout(LayoutKind.Sequential)]
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public struct PlayerInputState
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{
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[StructLayout(LayoutKind.Sequential)]
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public struct PlayerInputState
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/*static PlayerInputState()
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{
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/*static PlayerInputState()
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{
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NetworkReplicator.AddSerializer(typeof(PlayerInputState),
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(ptr, streamPtr) =>
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{
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},
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(ptr, streamPtr) =>
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{
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});
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}*/
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#if false
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public PlayerInputState(ulong frame, float viewDeltaX, float viewDeltaY, float moveForward, float moveRight,
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bool attacking, bool jumping)
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{
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this.frame = frame;
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this.viewDeltaX = viewDeltaX;
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this.viewDeltaY = viewDeltaY;
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this.moveForward = moveForward;
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this.moveRight = moveRight;
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this.attacking = attacking;
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this.jumping = jumping;
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/*this.verificationPosition = verificationPosition;
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this.verificationVelocity = verificationVelocity;
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this.verificationViewAngles = verificationViewAngles;
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this.verificationOrientation = verificationOrientation;*/
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}
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public PlayerInputState(ulong frame, float viewDeltaX, float viewDeltaY, float moveForward, float moveRight,
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bool attacking, bool jumping, Float3 verificationPosition, Float3 verificationVelocity,
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Float3 verificationViewAngles, Quaternion verificationOrientation)
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{
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this.frame = frame;
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this.viewDeltaX = viewDeltaX;
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this.viewDeltaY = viewDeltaY;
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this.moveForward = moveForward;
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this.moveRight = moveRight;
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this.attacking = attacking;
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this.jumping = jumping;
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this.verificationPosition = verificationPosition;
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this.verificationVelocity = verificationVelocity;
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this.verificationViewAngles = verificationViewAngles;
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this.verificationOrientation = verificationOrientation;
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}
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#endif
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public ulong frame;
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public float viewDeltaX, viewDeltaY;
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public float moveForward;
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public float moveRight;
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public bool attacking;
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public bool jumping;
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public Float3 verificationPosition;
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public Float3 verificationVelocity;
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public Float3 verificationViewAngles;
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public Quaternion verificationOrientation;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct PlayerActorState
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{
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public Float3 position;
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public Float3 velocity;
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public Quaternion orientation;
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public Float3 viewAngles; // yaw, pitch, roll
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public float lastJumpTime;
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public int numJumps;
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public bool jumped;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct PlayerState
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{
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public PlayerInputState input;
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public PlayerActorState actor;
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}
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public class PlayerInput
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{
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public const byte DemoVer = 1;
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public const int MaxPlayerStates = 120;
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public PlayerState currentState;
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public ulong frame;
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//public ulong oldestFrame;
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private PlayerState[] states = new PlayerState[MaxPlayerStates];
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public virtual bool Predict => false;
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public virtual void OnUpdate()
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{
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}
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public virtual void OnFixedUpdate()
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{
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}
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public virtual void OnEndFrame()
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{
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//Console.Print("recorded frame " + frame);
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states[frame % MaxPlayerStates] = currentState;
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/*ulong oldest = ulong.MaxValue;
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for (int i = 0; i < 120; i++)
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oldest = states[i].input.frame < oldest ? states[i].input.frame : oldest;
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oldestFrame = oldest;*/
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frame++;
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currentState.input.frame = frame;
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}
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public virtual void RecordCurrentActorState(PlayerActorState actorState)
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{
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if (actorState.position.Length <= 0.01)
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Console.Print("wrong recorded position?");
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currentState.actor = actorState;
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}
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public bool GetState(ulong frame, out PlayerInputState inputState, out PlayerActorState actorState)
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{
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int frameIndex = (int)frame % MaxPlayerStates;
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if (states[frameIndex].input.frame != frame)
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NetworkReplicator.AddSerializer(typeof(PlayerInputState),
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(ptr, streamPtr) =>
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{
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inputState = default;
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actorState = default;
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return false;
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}
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inputState = states[frameIndex].input;
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actorState = states[frameIndex].actor;
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return true;
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}
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},
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(ptr, streamPtr) =>
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{
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public void SetState(ulong frame, PlayerInputState inputState)
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});
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}*/
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#if false
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public PlayerInputState(ulong frame, float viewDeltaX, float viewDeltaY, float moveForward, float moveRight,
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bool attacking, bool jumping)
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{
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this.frame = frame;
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this.viewDeltaX = viewDeltaX;
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this.viewDeltaY = viewDeltaY;
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this.moveForward = moveForward;
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this.moveRight = moveRight;
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this.attacking = attacking;
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this.jumping = jumping;
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/*this.verificationPosition = verificationPosition;
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this.verificationVelocity = verificationVelocity;
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this.verificationViewAngles = verificationViewAngles;
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this.verificationOrientation = verificationOrientation;*/
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}
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public PlayerInputState(ulong frame, float viewDeltaX, float viewDeltaY, float moveForward, float moveRight,
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bool attacking, bool jumping, Float3 verificationPosition, Float3 verificationVelocity,
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Float3 verificationViewAngles, Quaternion verificationOrientation)
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{
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this.frame = frame;
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this.viewDeltaX = viewDeltaX;
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this.viewDeltaY = viewDeltaY;
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this.moveForward = moveForward;
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this.moveRight = moveRight;
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this.attacking = attacking;
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this.jumping = jumping;
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this.verificationPosition = verificationPosition;
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this.verificationVelocity = verificationVelocity;
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this.verificationViewAngles = verificationViewAngles;
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this.verificationOrientation = verificationOrientation;
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}
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#endif
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public ulong frame;
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public float viewDeltaX, viewDeltaY;
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public float moveForward;
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public float moveRight;
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public bool attacking;
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public bool jumping;
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public Float3 verificationPosition;
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public Float3 verificationVelocity;
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public Float3 verificationViewAngles;
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public Quaternion verificationOrientation;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct PlayerActorState
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{
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public Float3 position;
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public Float3 velocity;
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public Quaternion orientation;
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public Float3 viewAngles; // yaw, pitch, roll
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public float lastJumpTime;
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public int numJumps;
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public bool jumped;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct PlayerState
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{
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public PlayerInputState input;
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public PlayerActorState actor;
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}
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public class PlayerInput
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{
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public const byte DemoVer = 1;
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public const int MaxPlayerStates = 120;
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public PlayerState currentState;
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public ulong frame;
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//public ulong oldestFrame;
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private PlayerState[] states = new PlayerState[MaxPlayerStates];
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public virtual bool Predict => false;
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public virtual void OnUpdate()
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{
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}
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public virtual void OnFixedUpdate()
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{
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}
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public virtual void OnEndFrame()
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{
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//Console.Print("recorded frame " + frame);
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states[frame % MaxPlayerStates] = currentState;
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/*ulong oldest = ulong.MaxValue;
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for (int i = 0; i < 120; i++)
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oldest = states[i].input.frame < oldest ? states[i].input.frame : oldest;
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oldestFrame = oldest;*/
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frame++;
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currentState.input.frame = frame;
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}
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public virtual void RecordCurrentActorState(PlayerActorState actorState)
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{
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if (actorState.position.Length <= 0.01)
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Console.Print("wrong recorded position?");
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currentState.actor = actorState;
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}
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public bool GetState(ulong frame, out PlayerInputState inputState, out PlayerActorState actorState)
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{
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int frameIndex = (int)frame % MaxPlayerStates;
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if (states[frameIndex].input.frame != frame)
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{
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int frameIndex = (int)frame % MaxPlayerStates;
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states[frameIndex].input = inputState;
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states[frameIndex].input.frame = frame;
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states[frameIndex].actor = new PlayerActorState();
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inputState = default;
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actorState = default;
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return false;
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}
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public void SetState(ulong frame, PlayerInputState inputState, PlayerActorState actorState)
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{
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int frameIndex = (int)frame % MaxPlayerStates;
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states[frameIndex].input = inputState;
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states[frameIndex].input.frame = frame;
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states[frameIndex].actor = actorState;
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}
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inputState = states[frameIndex].input;
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actorState = states[frameIndex].actor;
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return true;
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}
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public PlayerInputState GetCurrentInputState()
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{
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return currentState.input;
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}
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public void SetState(ulong frame, PlayerInputState inputState)
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{
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int frameIndex = (int)frame % MaxPlayerStates;
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states[frameIndex].input = inputState;
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states[frameIndex].input.frame = frame;
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states[frameIndex].actor = new PlayerActorState();
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}
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public PlayerActorState GetCurrentActorState()
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{
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return currentState.actor;
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}
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public void SetState(ulong frame, PlayerInputState inputState, PlayerActorState actorState)
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{
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int frameIndex = (int)frame % MaxPlayerStates;
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states[frameIndex].input = inputState;
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states[frameIndex].input.frame = frame;
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states[frameIndex].actor = actorState;
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}
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public PlayerInputState GetCurrentInputState()
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{
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return currentState.input;
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}
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public PlayerActorState GetCurrentActorState()
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{
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return currentState.actor;
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}
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}
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@@ -8,95 +8,94 @@ using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Console = Game.Console;
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namespace Game
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namespace Game;
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public class PlayerInputDemo : PlayerInput
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{
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public class PlayerInputDemo : PlayerInput
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protected List<PlayerInputState> buffer = new List<PlayerInputState>();
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protected IEnumerator<PlayerInputState> bufferEnumerable;
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public bool IsPlaying
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{
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protected List<PlayerInputState> buffer = new List<PlayerInputState>();
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protected IEnumerator<PlayerInputState> bufferEnumerable;
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public bool IsPlaying
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get
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{
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get
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{
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return bufferEnumerable != null;
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}
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}
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public PlayerInputDemo(string demoPath)
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{
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if (!File.Exists(demoPath))
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return;
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int expectedPlayerInputStateSize = Unsafe.SizeOf<PlayerInputState>();
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Stopwatch sw = Stopwatch.StartNew();
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using FileStream fileStream = File.OpenRead(demoPath);
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using GZipStream stream = new GZipStream(fileStream, CompressionMode.Decompress);
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int ver = stream.ReadByte();
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int inputStateSize = stream.ReadByte();
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if (ver != DemoVer || inputStateSize != expectedPlayerInputStateSize)
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{
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Console.Print("demover mismatch: version " + ver + " != " + DemoVer + ", inputStateSize " +
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inputStateSize + " != " + Unsafe.SizeOf<PlayerInputState>());
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stream.Close();
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return;
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}
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Span<byte> b = stackalloc byte[expectedPlayerInputStateSize];
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while (true)
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{
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int bytesLeftInBuffer = expectedPlayerInputStateSize;
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do
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{
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int readBytes = stream.Read(b.Slice(expectedPlayerInputStateSize - bytesLeftInBuffer, bytesLeftInBuffer));
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if (readBytes == 0)
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break;
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bytesLeftInBuffer -= readBytes;
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} while (bytesLeftInBuffer > 0);
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if (bytesLeftInBuffer > 0)
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break; // EOF;
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buffer.Add(MemoryMarshal.Read<PlayerInputState>(b));
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}
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sw.Stop();
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bufferEnumerable = buffer.GetEnumerator();
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Console.Print($"Demo parse time {sw.Elapsed.TotalMilliseconds}ms, frames: {buffer.Count} ");
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OnEndFrame(); // advances to first frame
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}
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public override void OnEndFrame()
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{
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// TODO: check if the current state frame matches the current frame number before advancing
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/*asdf++;
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if (asdf < 8)
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return;*/
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if (bufferEnumerable == null || !bufferEnumerable.MoveNext())
|
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{
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if (buffer.Any())
|
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{
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bufferEnumerable.Dispose();
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bufferEnumerable = null;
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buffer.Clear();
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Console.Print("Demo ended");
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}
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return;
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}
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//var actorState = currentState.actor;
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currentState.input = bufferEnumerable.Current;
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//frame++;
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//currentState.actor = actorState;
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return bufferEnumerable != null;
|
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}
|
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}
|
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|
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public PlayerInputDemo(string demoPath)
|
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{
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if (!File.Exists(demoPath))
|
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return;
|
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|
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int expectedPlayerInputStateSize = Unsafe.SizeOf<PlayerInputState>();
|
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|
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Stopwatch sw = Stopwatch.StartNew();
|
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|
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using FileStream fileStream = File.OpenRead(demoPath);
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using GZipStream stream = new GZipStream(fileStream, CompressionMode.Decompress);
|
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int ver = stream.ReadByte();
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int inputStateSize = stream.ReadByte();
|
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if (ver != DemoVer || inputStateSize != expectedPlayerInputStateSize)
|
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{
|
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Console.Print("demover mismatch: version " + ver + " != " + DemoVer + ", inputStateSize " +
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inputStateSize + " != " + Unsafe.SizeOf<PlayerInputState>());
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stream.Close();
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return;
|
||||
}
|
||||
|
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Span<byte> b = stackalloc byte[expectedPlayerInputStateSize];
|
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while (true)
|
||||
{
|
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int bytesLeftInBuffer = expectedPlayerInputStateSize;
|
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do
|
||||
{
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int readBytes = stream.Read(b.Slice(expectedPlayerInputStateSize - bytesLeftInBuffer, bytesLeftInBuffer));
|
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if (readBytes == 0)
|
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break;
|
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bytesLeftInBuffer -= readBytes;
|
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} while (bytesLeftInBuffer > 0);
|
||||
|
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if (bytesLeftInBuffer > 0)
|
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break; // EOF;
|
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|
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buffer.Add(MemoryMarshal.Read<PlayerInputState>(b));
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}
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|
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sw.Stop();
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||||
|
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bufferEnumerable = buffer.GetEnumerator();
|
||||
|
||||
Console.Print($"Demo parse time {sw.Elapsed.TotalMilliseconds}ms, frames: {buffer.Count} ");
|
||||
|
||||
OnEndFrame(); // advances to first frame
|
||||
}
|
||||
|
||||
public override void OnEndFrame()
|
||||
{
|
||||
// TODO: check if the current state frame matches the current frame number before advancing
|
||||
|
||||
/*asdf++;
|
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if (asdf < 8)
|
||||
return;*/
|
||||
|
||||
if (bufferEnumerable == null || !bufferEnumerable.MoveNext())
|
||||
{
|
||||
if (buffer.Any())
|
||||
{
|
||||
bufferEnumerable.Dispose();
|
||||
bufferEnumerable = null;
|
||||
buffer.Clear();
|
||||
Console.Print("Demo ended");
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//var actorState = currentState.actor;
|
||||
currentState.input = bufferEnumerable.Current;
|
||||
//frame++;
|
||||
//currentState.actor = actorState;
|
||||
}
|
||||
}
|
||||
@@ -9,142 +9,141 @@ using FlaxEngine;
|
||||
using FlaxEngine.Networking;
|
||||
using Console = Game.Console;
|
||||
|
||||
namespace Game
|
||||
namespace Game;
|
||||
|
||||
public class PlayerInputLocal : PlayerInput
|
||||
{
|
||||
public class PlayerInputLocal : PlayerInput
|
||||
protected List<PlayerInputState> buffer = new List<PlayerInputState>();
|
||||
protected GZipStream demoStream;
|
||||
protected FileStream demoFileStream;
|
||||
|
||||
private PlayerActor playerActor;
|
||||
public bool IsNetworked => NetworkManager.client != null;
|
||||
private long flushedFrames = 0;
|
||||
|
||||
/*public PlayerInputLocal()
|
||||
{
|
||||
protected List<PlayerInputState> buffer = new List<PlayerInputState>();
|
||||
protected GZipStream demoStream;
|
||||
protected FileStream demoFileStream;
|
||||
}*/
|
||||
|
||||
private PlayerActor playerActor;
|
||||
public bool IsNetworked => NetworkManager.client != null;
|
||||
private long flushedFrames = 0;
|
||||
public override bool Predict => true;
|
||||
|
||||
/*public PlayerInputLocal()
|
||||
public PlayerInputLocal(PlayerActor playerActor, string demoPath = null)
|
||||
{
|
||||
this.playerActor = playerActor;
|
||||
if (demoPath == null)
|
||||
return;
|
||||
var demoFolder = Directory.GetParent(demoPath);
|
||||
if (!demoFolder.Exists)
|
||||
Directory.CreateDirectory(demoFolder.FullName);
|
||||
|
||||
demoFileStream = File.Open(demoPath, FileMode.Create, FileAccess.Write);
|
||||
demoStream = new GZipStream(demoFileStream, CompressionMode.Compress);
|
||||
demoStream.WriteByte(DemoVer);
|
||||
demoStream.WriteByte((byte)Unsafe.SizeOf<PlayerInputState>());
|
||||
}
|
||||
|
||||
public bool IsRecording => demoStream != null;
|
||||
|
||||
public override void OnUpdate()
|
||||
{
|
||||
// Collect all input here
|
||||
// All axis values here should be accumulated
|
||||
float sensitivity = 1.0f / 8.0f;
|
||||
sensitivity = 1.0f;
|
||||
|
||||
//var asf = InputManager.GetAxisRaw("Mouse X");
|
||||
//if (asf != 0.0f)
|
||||
// Console.Print(InputManager.GetAxisRaw("Mouse X").ToString("G9", System.Globalization.CultureInfo.InvariantCulture));
|
||||
|
||||
currentState.input.viewDeltaX += InputManager.GetAxisRaw("Mouse X") * sensitivity;
|
||||
currentState.input.viewDeltaY += InputManager.GetAxisRaw("Mouse Y") * sensitivity;
|
||||
currentState.input.viewDeltaX += InputManager.GetAxisRaw("LookRight") * Time.DeltaTime * 100;
|
||||
currentState.input.viewDeltaY += -InputManager.GetAxisRaw("LookUp") * Time.DeltaTime * 100;
|
||||
|
||||
currentState.input.moveForward = InputManager.GetAxis("Vertical");
|
||||
currentState.input.moveRight = InputManager.GetAxis("Horizontal");
|
||||
currentState.input.attacking = InputManager.GetAction("Attack");
|
||||
currentState.input.jumping = InputManager.GetAction("Jump");
|
||||
|
||||
|
||||
}
|
||||
|
||||
public override void OnFixedUpdate()
|
||||
{
|
||||
}
|
||||
|
||||
public override void OnEndFrame()
|
||||
{
|
||||
currentState.input.frame = frame;
|
||||
if (IsRecording)
|
||||
{
|
||||
}*/
|
||||
currentState.input.verificationPosition = currentState.actor.position;
|
||||
currentState.input.verificationVelocity = currentState.actor.velocity;
|
||||
currentState.input.verificationViewAngles = currentState.actor.viewAngles;
|
||||
currentState.input.verificationOrientation = currentState.actor.orientation;
|
||||
|
||||
public override bool Predict => true;
|
||||
|
||||
public PlayerInputLocal(PlayerActor playerActor, string demoPath = null)
|
||||
{
|
||||
this.playerActor = playerActor;
|
||||
if (demoPath == null)
|
||||
return;
|
||||
var demoFolder = Directory.GetParent(demoPath);
|
||||
if (!demoFolder.Exists)
|
||||
Directory.CreateDirectory(demoFolder.FullName);
|
||||
|
||||
demoFileStream = File.Open(demoPath, FileMode.Create, FileAccess.Write);
|
||||
demoStream = new GZipStream(demoFileStream, CompressionMode.Compress);
|
||||
demoStream.WriteByte(DemoVer);
|
||||
demoStream.WriteByte((byte)Unsafe.SizeOf<PlayerInputState>());
|
||||
buffer.Add(currentState.input);
|
||||
}
|
||||
|
||||
public bool IsRecording => demoStream != null;
|
||||
|
||||
public override void OnUpdate()
|
||||
if (playerActor != null)
|
||||
{
|
||||
// Collect all input here
|
||||
// All axis values here should be accumulated
|
||||
float sensitivity = 1.0f / 8.0f;
|
||||
sensitivity = 1.0f;
|
||||
|
||||
//var asf = InputManager.GetAxisRaw("Mouse X");
|
||||
//if (asf != 0.0f)
|
||||
// Console.Print(InputManager.GetAxisRaw("Mouse X").ToString("G9", System.Globalization.CultureInfo.InvariantCulture));
|
||||
|
||||
currentState.input.viewDeltaX += InputManager.GetAxisRaw("Mouse X") * sensitivity;
|
||||
currentState.input.viewDeltaY += InputManager.GetAxisRaw("Mouse Y") * sensitivity;
|
||||
currentState.input.viewDeltaX += InputManager.GetAxisRaw("LookRight") * Time.DeltaTime * 100;
|
||||
currentState.input.viewDeltaY += -InputManager.GetAxisRaw("LookUp") * Time.DeltaTime * 100;
|
||||
|
||||
currentState.input.moveForward = InputManager.GetAxis("Vertical");
|
||||
currentState.input.moveRight = InputManager.GetAxis("Horizontal");
|
||||
currentState.input.attacking = InputManager.GetAction("Attack");
|
||||
currentState.input.jumping = InputManager.GetAction("Jump");
|
||||
|
||||
|
||||
}
|
||||
|
||||
public override void OnFixedUpdate()
|
||||
{
|
||||
}
|
||||
|
||||
public override void OnEndFrame()
|
||||
{
|
||||
currentState.input.frame = frame;
|
||||
if (IsRecording)
|
||||
{
|
||||
currentState.input.verificationPosition = currentState.actor.position;
|
||||
currentState.input.verificationVelocity = currentState.actor.velocity;
|
||||
currentState.input.verificationViewAngles = currentState.actor.viewAngles;
|
||||
currentState.input.verificationOrientation = currentState.actor.orientation;
|
||||
|
||||
buffer.Add(currentState.input);
|
||||
}
|
||||
|
||||
if (playerActor != null)
|
||||
{
|
||||
//playerActor.UpdateNetworkInput(currentState.input.frame, new Float4(currentState.input.viewDeltaX, currentState.input.viewDeltaY, currentState.input.moveForward, currentState.input.moveRight), currentState.input.attacking, currentState.input.jumping);
|
||||
|
||||
}
|
||||
//playerActor.UpdateNetworkInput(currentState.input.frame, currentState.input.viewDeltaX, currentState.input.viewDeltaY, currentState.input.moveForward, currentState.input.moveRight, currentState.input.attacking, currentState.input.jumping, currentState.input.verificationPosition, currentState.input.verificationVelocity, currentState.input.verificationViewAngles, currentState.input.verificationOrientation);
|
||||
|
||||
if (IsNetworked)
|
||||
{
|
||||
var message = NetworkManager.ClientBeginSendMessage();
|
||||
message.WriteByte((byte)GameModeMessageType.PlayerInput);
|
||||
message.WriteUInt64(currentState.input.frame);
|
||||
message.WriteSingle(currentState.input.viewDeltaX);
|
||||
message.WriteSingle(currentState.input.viewDeltaY);
|
||||
message.WriteSingle(currentState.input.moveForward);
|
||||
message.WriteSingle(currentState.input.moveRight);
|
||||
message.WriteBoolean(currentState.input.attacking);
|
||||
message.WriteBoolean(currentState.input.jumping);
|
||||
NetworkManager.ClientEndSendMessage(ref message);
|
||||
}
|
||||
|
||||
base.OnEndFrame();
|
||||
|
||||
// Reset anything accumulatable here
|
||||
currentState.input.viewDeltaX = 0;
|
||||
currentState.input.viewDeltaY = 0;
|
||||
}
|
||||
|
||||
public void FlushDemo()
|
||||
{
|
||||
if (!IsRecording)
|
||||
return;
|
||||
|
||||
Stopwatch sw = Stopwatch.StartNew();
|
||||
|
||||
Span<byte> bytes = stackalloc byte[Unsafe.SizeOf<PlayerInputState>()];
|
||||
foreach (ref PlayerInputState state in CollectionsMarshal.AsSpan(buffer))
|
||||
{
|
||||
MemoryMarshal.Write(bytes, state);
|
||||
demoStream.Write(bytes);
|
||||
}
|
||||
|
||||
sw.Stop();
|
||||
//playerActor.UpdateNetworkInput(currentState.input.frame, new Float4(currentState.input.viewDeltaX, currentState.input.viewDeltaY, currentState.input.moveForward, currentState.input.moveRight), currentState.input.attacking, currentState.input.jumping);
|
||||
|
||||
flushedFrames += buffer.Count;
|
||||
buffer.Clear();
|
||||
|
||||
FlaxEngine.Debug.Write(LogType.Info, $"Wrote demo in {sw.Elapsed.TotalMilliseconds}ms, frames: {flushedFrames}");
|
||||
}
|
||||
//playerActor.UpdateNetworkInput(currentState.input.frame, currentState.input.viewDeltaX, currentState.input.viewDeltaY, currentState.input.moveForward, currentState.input.moveRight, currentState.input.attacking, currentState.input.jumping, currentState.input.verificationPosition, currentState.input.verificationVelocity, currentState.input.verificationViewAngles, currentState.input.verificationOrientation);
|
||||
|
||||
public void StopRecording()
|
||||
if (IsNetworked)
|
||||
{
|
||||
if (!IsRecording)
|
||||
return;
|
||||
|
||||
FlushDemo();
|
||||
demoStream.Close();
|
||||
demoStream = null;
|
||||
demoFileStream.Close();
|
||||
demoFileStream = null;
|
||||
var message = NetworkManager.ClientBeginSendMessage();
|
||||
message.WriteByte((byte)GameModeMessageType.PlayerInput);
|
||||
message.WriteUInt64(currentState.input.frame);
|
||||
message.WriteSingle(currentState.input.viewDeltaX);
|
||||
message.WriteSingle(currentState.input.viewDeltaY);
|
||||
message.WriteSingle(currentState.input.moveForward);
|
||||
message.WriteSingle(currentState.input.moveRight);
|
||||
message.WriteBoolean(currentState.input.attacking);
|
||||
message.WriteBoolean(currentState.input.jumping);
|
||||
NetworkManager.ClientEndSendMessage(ref message);
|
||||
}
|
||||
|
||||
base.OnEndFrame();
|
||||
|
||||
// Reset anything accumulatable here
|
||||
currentState.input.viewDeltaX = 0;
|
||||
currentState.input.viewDeltaY = 0;
|
||||
}
|
||||
|
||||
public void FlushDemo()
|
||||
{
|
||||
if (!IsRecording)
|
||||
return;
|
||||
|
||||
Stopwatch sw = Stopwatch.StartNew();
|
||||
|
||||
Span<byte> bytes = stackalloc byte[Unsafe.SizeOf<PlayerInputState>()];
|
||||
foreach (ref PlayerInputState state in CollectionsMarshal.AsSpan(buffer))
|
||||
{
|
||||
MemoryMarshal.Write(bytes, state);
|
||||
demoStream.Write(bytes);
|
||||
}
|
||||
|
||||
sw.Stop();
|
||||
|
||||
flushedFrames += buffer.Count;
|
||||
buffer.Clear();
|
||||
|
||||
FlaxEngine.Debug.Write(LogType.Info, $"Wrote demo in {sw.Elapsed.TotalMilliseconds}ms, frames: {flushedFrames}");
|
||||
}
|
||||
|
||||
public void StopRecording()
|
||||
{
|
||||
if (!IsRecording)
|
||||
return;
|
||||
|
||||
FlushDemo();
|
||||
demoStream.Close();
|
||||
demoStream = null;
|
||||
demoFileStream.Close();
|
||||
demoFileStream = null;
|
||||
}
|
||||
}
|
||||
@@ -1,13 +1,12 @@
|
||||
namespace Game
|
||||
{
|
||||
public class PlayerInputNetwork : PlayerInput
|
||||
{
|
||||
public override bool Predict => true;
|
||||
namespace Game;
|
||||
|
||||
public override void OnEndFrame()
|
||||
{
|
||||
currentState.input.frame = frame;
|
||||
base.OnEndFrame();
|
||||
}
|
||||
public class PlayerInputNetwork : PlayerInput
|
||||
{
|
||||
public override bool Predict => true;
|
||||
|
||||
public override void OnEndFrame()
|
||||
{
|
||||
currentState.input.frame = frame;
|
||||
base.OnEndFrame();
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user