LSHelper.cs 3.8 KB

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  1. using System.IO;
  2. using ET.Client;
  3. namespace ET
  4. {
  5. public static class LSHelper
  6. {
  7. public static void RunRollbackSystem(Entity entity)
  8. {
  9. if (entity is LSEntity)
  10. {
  11. return;
  12. }
  13. LSEntitySystemSington.Instance.Rollback(entity);
  14. if (entity.ComponentsCount() > 0)
  15. {
  16. foreach (var kv in entity.Components)
  17. {
  18. RunRollbackSystem(kv.Value);
  19. }
  20. }
  21. if (entity.ChildrenCount() > 0)
  22. {
  23. foreach (var kv in entity.Children)
  24. {
  25. RunRollbackSystem(kv.Value);
  26. }
  27. }
  28. }
  29. // 回滚
  30. public static void Rollback(Room room, int frame)
  31. {
  32. Log.Debug($"roll back start {frame}");
  33. room.LSWorld.Dispose();
  34. FrameBuffer frameBuffer = room.FrameBuffer;
  35. // 回滚
  36. room.LSWorld = room.GetLSWorld(frame);
  37. OneFrameInputs authorityFrameInput = frameBuffer.FrameInputs(frame);
  38. // 执行RealFrame
  39. room.Update(authorityFrameInput, frame);
  40. // 重新执行预测的帧
  41. for (int i = room.AuthorityFrame + 1; i <= room.PredictionFrame; ++i)
  42. {
  43. OneFrameInputs oneFrameInputs = frameBuffer.FrameInputs(i);
  44. LSHelper.CopyOtherInputsTo(room, authorityFrameInput, oneFrameInputs); // 重新预测消息
  45. }
  46. RunRollbackSystem(room);
  47. Log.Debug($"roll back finish {frame}");
  48. }
  49. // 重新调整预测消息,只需要调整其他玩家的输入
  50. public static void CopyOtherInputsTo(Room room, OneFrameInputs from, OneFrameInputs to)
  51. {
  52. long myId = room.GetComponent<LSClientUpdater>().MyId;
  53. foreach (var kv in from.Inputs)
  54. {
  55. if (kv.Key == myId)
  56. {
  57. continue;
  58. }
  59. to.Inputs[kv.Key] = kv.Value;
  60. }
  61. }
  62. public static void SaveReplay(Room room, string path)
  63. {
  64. if (room.IsReplay)
  65. {
  66. return;
  67. }
  68. Log.Debug($"save replay: {path} frame: {room.Replay.FrameInputs.Count}");
  69. byte[] bytes = MemoryPackHelper.Serialize(room.Replay);
  70. File.WriteAllBytes(path, bytes);
  71. }
  72. public static void JumpReplay(Room room, int frame)
  73. {
  74. if (!room.IsReplay)
  75. {
  76. return;
  77. }
  78. if (frame >= room.Replay.FrameInputs.Count)
  79. {
  80. frame = room.Replay.FrameInputs.Count - 1;
  81. }
  82. int snapshotIndex = frame / LSConstValue.SaveLSWorldFrameCount;
  83. Log.Debug($"jump replay start {room.AuthorityFrame} {frame} {snapshotIndex}");
  84. if (snapshotIndex != room.AuthorityFrame / LSConstValue.SaveLSWorldFrameCount || frame < room.AuthorityFrame)
  85. {
  86. room.LSWorld.Dispose();
  87. // 回滚
  88. byte[] memoryBuffer = room.Replay.Snapshots[snapshotIndex];
  89. LSWorld lsWorld = MongoHelper.Deserialize(typeof (LSWorld), memoryBuffer, 0, memoryBuffer.Length) as LSWorld;
  90. room.LSWorld = lsWorld;
  91. room.AuthorityFrame = snapshotIndex * LSConstValue.SaveLSWorldFrameCount;
  92. RunRollbackSystem(room);
  93. }
  94. room.FixedTimeCounter.Reset(TimeHelper.ServerFrameTime() - frame * LSConstValue.UpdateInterval, 0);
  95. Log.Debug($"jump replay finish {frame}");
  96. }
  97. }
  98. }