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[RelativeSync] Initial Release
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151
RelativeSync/Networking/ModNetwork.cs
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151
RelativeSync/Networking/ModNetwork.cs
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using ABI_RC.Core.Networking;
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using ABI_RC.Systems.ModNetwork;
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using DarkRift;
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using UnityEngine;
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namespace NAK.RelativeSync.Networking
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{
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public static class ModNetwork
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{
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public static bool Debug_NetworkInbound = false;
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public static bool Debug_NetworkOutbound = false;
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private static bool _isSubscribedToModNetwork;
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private struct RelativeSyncData
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{
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public bool HasSyncedThisData;
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public int MarkerHash;
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public Vector3 Position;
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public Vector3 Rotation;
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}
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private static RelativeSyncData _latestRelativeSyncData;
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#region Constants
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private const string ModId = "MelonMod.NAK.RelativeSync";
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#endregion
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#region Enums
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private enum MessageType : byte
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{
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SyncPosition = 0,
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RelativeSyncStatus = 1
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}
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#endregion
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#region Mod Network Internals
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internal static void Subscribe()
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{
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ModNetworkManager.Subscribe(ModId, OnMessageReceived);
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_isSubscribedToModNetwork = ModNetworkManager.IsSubscribed(ModId);
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if (!_isSubscribedToModNetwork)
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Debug.LogError("Failed to subscribe to Mod Network!");
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}
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internal static void SendRelativeSyncUpdate()
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{
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if (!_isSubscribedToModNetwork)
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return;
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if (!_latestRelativeSyncData.HasSyncedThisData)
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{
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SendMessage(MessageType.SyncPosition, _latestRelativeSyncData.MarkerHash,
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_latestRelativeSyncData.Position, _latestRelativeSyncData.Rotation);
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_latestRelativeSyncData.HasSyncedThisData = true;
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}
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}
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private static void SetLatestRelativeSync(int markerHash, Vector3 position, Vector3 rotation)
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{
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// check if the data has changed
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if (_latestRelativeSyncData.MarkerHash == markerHash
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&& _latestRelativeSyncData.Position == position
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&& _latestRelativeSyncData.Rotation == rotation)
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return; // no need to update
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_latestRelativeSyncData.HasSyncedThisData = false; // reset
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_latestRelativeSyncData.MarkerHash = markerHash;
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_latestRelativeSyncData.Position = position;
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_latestRelativeSyncData.Rotation = rotation;
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}
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private static void SendMessage(MessageType messageType, int markerHash, Vector3 position, Vector3 rotation)
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{
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if (!IsConnectedToGameNetwork())
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return;
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using ModNetworkMessage modMsg = new(ModId);
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modMsg.Write((byte)messageType);
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modMsg.Write(markerHash);
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modMsg.Write(position);
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modMsg.Write(rotation);
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modMsg.Send();
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}
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private static void OnMessageReceived(ModNetworkMessage msg)
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{
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msg.Read(out byte msgTypeRaw);
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if (!Enum.IsDefined(typeof(MessageType), msgTypeRaw))
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return;
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switch ((MessageType)msgTypeRaw)
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{
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case MessageType.SyncPosition:
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msg.Read(out int markerHash);
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msg.Read(out Vector3 receivedPosition);
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msg.Read(out Vector3 receivedRotation);
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OnNetworkPositionUpdateReceived(msg.Sender, markerHash, receivedPosition, receivedRotation);
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break;
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// case MessageType.RelativeSyncStatus:
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// msg.Read(out string guidStr);
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// msg.Read(out bool isRelativeSync);
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// System.Guid guid = new System.Guid(guidStr);
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// OnRelativeSyncStatusReceived(msg.Sender, guid, isRelativeSync);
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// break;
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default:
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Debug.LogError($"Invalid message type received from: {msg.Sender}");
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break;
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}
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}
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#endregion
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#region Public Methods
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public static void SendNetworkPosition(int markerHash, Vector3 newPosition, Vector3 newRotation)
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{
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SetLatestRelativeSync(markerHash, newPosition, newRotation);
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}
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#endregion
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#region Private Methods
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private static bool IsConnectedToGameNetwork()
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{
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return NetworkManager.Instance != null
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&& NetworkManager.Instance.GameNetwork != null
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&& NetworkManager.Instance.GameNetwork.ConnectionState == ConnectionState.Connected;
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}
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private static void OnNetworkPositionUpdateReceived(string sender, int markerHash, Vector3 position, Vector3 rotation)
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{
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RelativeSyncManager.ApplyRelativeSync(sender, markerHash, position, rotation);
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}
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private static void OnRelativeSyncStatusReceived(string sender, System.Guid guid, bool isRelativeSync)
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{
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// todo: implement
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}
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#endregion
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}
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}
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