AxibugEmuOnline/AxibugEmuOnline.Client/Assets/Plugins/AxiReplay/NetReplay.cs

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using System.Collections.Generic;
namespace AxiReplay
{
public class NetReplay
{
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/// <summary>
/// 客户端当前帧
/// </summary>
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public int mCurrClientFrameIdx = 0;
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/// <summary>
/// 服务器远端当前帧
/// </summary>
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public int mRemoteFrameIdx { get; private set; }
/// <summary>
/// 服务器远端当前提前量
/// </summary>
public int mRemoteForwardCount { get; private set; }
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/// <summary>
/// Remote 2 Client Frame Gap
/// </summary>
public int mDiffFrameCount => mRemoteFrameIdx - mCurrClientFrameIdx;
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/// <summary>
/// 网络数据队列
/// </summary>
Queue<ReplayStep> mNetReplayQueue = new Queue<ReplayStep>();
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/// <summary>
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/// 当前数据
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/// </summary>
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ReplayStep mCurrReplay;
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/// <summary>
/// 下一个数据数据
/// </summary>
ReplayStep mNextReplay;
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bool bNetInit = false;
public NetReplay()
{
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ResetData();
}
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public void ResetData()
{
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mNetReplayQueue.Clear();
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mCurrReplay = default(ReplayStep);
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mCurrReplay.FrameStartID = int.MinValue;
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bNetInit = false;
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}
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public void InData(ReplayStep inputData, int ServerFrameIdx)
{
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mNetReplayQueue.Enqueue(inputData);
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mRemoteFrameIdx = inputData.FrameStartID;
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if (!bNetInit)
{
bNetInit = true;
mNextReplay = mNetReplayQueue.Dequeue();
}
}
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public bool TryGetNextFrame(out ReplayStep data, out int frameDiff, out bool inputDiff)
{
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if (!bNetInit)
{
data = default(ReplayStep);
frameDiff = default;
inputDiff = false;
return false;
}
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TakeFrame(1, out data, out frameDiff, out inputDiff);
return frameDiff > 0;
}
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public bool TryGetNextFrame(int targetFrame, out ReplayStep data, out int frameDiff, out bool inputDiff)
{
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if (!bNetInit)
{
data = default(ReplayStep);
frameDiff = default;
inputDiff = false;
return false;
}
return TakeFrameToTargetFrame(targetFrame, out data, out frameDiff, out inputDiff);
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}
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void TakeFrame(int addFrame, out ReplayStep data, out int bFrameDiff, out bool inputDiff)
{
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int targetFrame = mCurrClientFrameIdx + addFrame;
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TakeFrameToTargetFrame(targetFrame, out data, out bFrameDiff, out inputDiff);
}
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bool TakeFrameToTargetFrame(int targetFrame, out ReplayStep data, out int bFrameDiff, out bool inputDiff)
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{
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bool result;
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inputDiff = false;
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if (targetFrame == mNextReplay.FrameStartID && targetFrame <= mRemoteFrameIdx && mNetReplayQueue.Count > 0)
{
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//当前帧追加
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mCurrClientFrameIdx = targetFrame;
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ulong oldInput = mCurrReplay.InPut;
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mCurrReplay = mNextReplay;
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if (oldInput != mCurrReplay.InPut)
inputDiff = true;
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mNextReplay = mNetReplayQueue.Dequeue();
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result = true;
}
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else
result = false;
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bFrameDiff = mRemoteFrameIdx - mCurrClientFrameIdx;
data = mCurrReplay;
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return result;
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}
public int GetSkipFrameCount()
{
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if(!bNetInit)
return 0;
//本地队列差异高于服务器提前量的值
int moreNum = mDiffFrameCount - mRemoteForwardCount;
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//if (mDiffFrameCount < 0 || mDiffFrameCount > 10000)
// return 0;
////游戏刚开始的一小段时间,直接追满
//if (mCurrClientFrameIdx < 60)
// return moreNum;
int skip = 0;
if (mDiffFrameCount > short.MaxValue) skip = 0;
else if (moreNum <= 1) skip = 0;
else if (moreNum <= 3) skip = 2;
else if (moreNum <= 6) skip = 2;
else if (moreNum <= 20) skip = moreNum / 2; //20帧以内平滑跳帧数
else skip = moreNum;//完全追上
return skip;
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//var frameGap = mDiffFrameCount;
//if (frameGap > 10000) return 0;
//if (frameGap <= 2) skip = 0;
//if (frameGap > 2 && frameGap < 6) skip = 1 + 1;
//else if (frameGap > 7 && frameGap < 12) skip = 2 + 1;
//else if (frameGap > 13 && frameGap < 20) skip = 3 + 1;
//else skip = frameGap - 2;
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//return skip;
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}
}
}