forked from sin365/AxibugEmuOnline
120 lines
4.9 KiB
C#
120 lines
4.9 KiB
C#
#pragma warning disable CS0618 // 类型或成员已过时
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using AxibugEmuOnline.Client.ClientCore;
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using AxibugProtobuf;
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using AxiReplay;
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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namespace AxibugEmuOnline.Client
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{
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/// <summary>
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/// use <see cref="EmuCore{INPUTDATA}"/> instead
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/// </summary>
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[Obsolete("不可直接继承,需要继承EmuCore类型")]
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public abstract class IEmuCore : MonoBehaviour
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{
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/// <summary> 获得模拟器核心中的状态快照对象 </summary>
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public abstract object GetState();
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/// <summary> 获得模拟器核心中的状态快照字节数据 </summary>
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public abstract byte[] GetStateBytes();
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/// <summary> 加载状态快照 </summary>
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/// <param name="state">该对象应该来自核心的<see cref="GetState"/>方法的返回值,或是从<see cref="GetStateBytes"/>返回的byte数组构建</param>
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public abstract void LoadState(object state);
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/// <summary> 加载状态快照 </summary>
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/// <param name="data">该对象应该来自核心的<see cref="GetStateBytes"/>返回的byte数组</param>
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public abstract void LoadStateFromBytes(byte[] data);
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/// <summary> 暂停核心推帧 </summary>
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public abstract void Pause();
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/// <summary> 恢复核心推帧(从Pause状态恢复) </summary>
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public abstract void Resume();
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/// <summary> 启动模拟器逻辑 </summary>
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public abstract MsgBool StartGame(RomFile romFile);
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/// <summary> 释放模拟器核心 </summary>
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public abstract void Dispose();
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/// <summary> 重置核心,通常由模拟器核心提供的功能 </summary>
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public abstract void DoReset();
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/// <summary> 获得模拟器核心的控制器设置器 </summary>
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/// <returns></returns>
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public abstract IControllerSetuper GetControllerSetuper();
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/// <summary> 核心所属平台 </summary>
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public abstract RomPlatformType Platform { get; }
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/// <summary> 获取当前模拟器帧序号,在加载快照和Reset后,应当重置为0 </summary>
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public abstract uint Frame { get; }
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public abstract bool PushEmulatorFrame();
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/// <summary> 模拟器核心推帧结束 </summary>
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public abstract void AfterPushFrame();
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public abstract void GetAudioParams(out int frequency, out int channels);
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public abstract Texture OutputPixel { get; }
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public abstract RawImage DrawCanvas { get; }
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}
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public abstract class EmuCore<INPUTDATA> : IEmuCore
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{
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public sealed override bool PushEmulatorFrame()
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{
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if (SampleInputData(out var inputData))
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{
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return OnPushEmulatorFrame(inputData);
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}
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return false;
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}
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ulong m_lastTestInput;
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protected bool SampleInputData(out INPUTDATA inputData)
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{
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bool result = false;
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inputData = default(INPUTDATA);
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if (InGameUI.Instance.IsNetPlay)
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{
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ReplayStep replayData;
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int frameDiff;
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bool inputDiff;
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if (App.roomMgr.netReplay.TryGetNextFrame((int)Frame, out replayData, out frameDiff, out inputDiff))
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{
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if (inputDiff)
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{
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App.log.Debug($"{DateTime.Now.ToString("hh:mm:ss.fff")} TryGetNextFrame remoteFrame->{App.roomMgr.netReplay.mRemoteFrameIdx} diff->{frameDiff} " +
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$"frame=>{replayData.FrameStartID} InPut=>{replayData.InPut}");
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}
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inputData = ConvertInputDataFromNet(replayData);
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result = true;
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}
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else
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{
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result = false;
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}
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var localState = GetLocalInput();
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var rawData = InputDataToNet(localState);
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if (m_lastTestInput != rawData)
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{
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m_lastTestInput = rawData;
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App.log.Debug($"{DateTime.Now.ToString("hh:mm:ss.fff")} Input F:{App.roomMgr.netReplay.mCurrClientFrameIdx} | I:{rawData}");
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}
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App.roomMgr.SendRoomSingelPlayerInput(Frame, rawData);
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}
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else//单机模式
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{
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inputData = GetLocalInput();
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result = true;
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}
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return result;
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}
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protected abstract INPUTDATA GetLocalInput();
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protected abstract INPUTDATA ConvertInputDataFromNet(ReplayStep step);
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protected abstract ulong InputDataToNet(INPUTDATA inputData);
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/// <summary> 模拟器核心推帧 </summary>
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protected abstract bool OnPushEmulatorFrame(INPUTDATA InputData);
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}
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}
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#pragma warning restore CS0618 // 类型或成员已过时
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