本文整理汇总了C#中VRage.Library.Collections.BitStream.ReadByte方法的典型用法代码示例。如果您正苦于以下问题:C# BitStream.ReadByte方法的具体用法?C# BitStream.ReadByte怎么用?C# BitStream.ReadByte使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类VRage.Library.Collections.BitStream
的用法示例。
在下文中一共展示了BitStream.ReadByte方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Serialize
public override void Serialize(BitStream stream, MyClientStateBase forClient, byte packetId, int maxBitPosition)
{
// Client does not care about slave grids, he always synced group through controlled object
Debug.Assert(stream.Reading || !Sync.IsServer || Entity == GetMasterGrid(Entity), "Writing data from SlaveGrid!");
bool apply = !IsControlledLocally;
bool moving = false;
if (stream.Writing)
{
moving = IsMoving(Entity);
stream.WriteBool(moving);
}
else
{
moving = stream.ReadBool();
}
// Serialize this grid
apply = SerializeTransform(stream, Entity, null, m_lowPrecisionOrientation, apply,moving, m_positionValidation, MoveHandler);
SerializeVelocities(stream, Entity, EffectiveSimulationRatio, apply, moving,VelocityHandler);
// Serialize other grids in group
Vector3D basePos = Entity.WorldMatrix.Translation;
if (stream.Writing)
{
UpdateGridMaxSpeed(Entity, Sync.IsServer);
var g = MyCubeGridGroups.Static.PhysicalDynamic.GetGroup(Entity);
if (g == null)
{
stream.WriteByte(0);
}
else
{
m_groups.Clear();
int i= -1;
foreach (var node in g.Nodes)
{
i++;
if(i < m_currentSentPosition)
{
continue;
}
if (i == m_currentSentPosition + NUM_NODES_TO_SEND_ALL)
{
break;
}
var target = MyMultiplayer.Static.ReplicationLayer.GetProxyTarget((IMyEventProxy)node.NodeData);
if (node.NodeData != Entity && !node.NodeData.IsStatic && target != null)
{
m_groups.Add(node.NodeData);
}
}
m_currentSentPosition = i;
if (m_currentSentPosition >= g.Nodes.Count-1)
{
m_currentSentPosition = 0;
}
stream.WriteByte((byte)m_groups.Count); // Ignoring self
foreach (var node in m_groups)
{
var target = MyMultiplayer.Static.ReplicationLayer.GetProxyTarget((IMyEventProxy)node);
// ~26.5 bytes per grid, not bad
NetworkId networkId = MyMultiplayer.Static.ReplicationLayer.GetNetworkIdByObject(target);
stream.WriteNetworkId(networkId); // ~2 bytes
moving = IsMoving(node);
stream.WriteBool(moving);
SerializeTransform(stream, node, basePos, true, apply, moving,null, null); // 12.5 bytes
SerializeVelocities(stream, node, EffectiveSimulationRatio, apply, moving); // 12 byte
UpdateGridMaxSpeed(node, Sync.IsServer);
}
}
SerializeRopeData(stream, apply, gridsGroup: m_groups);
}
else
{
UpdateGridMaxSpeed(Entity, !Sync.IsServer);
byte numRecords = stream.ReadByte();
for (int i = 0; i < numRecords; i++)
{
NetworkId networkId = stream.ReadNetworkId(); // ~2 bytes
MyCubeGridReplicable replicable = MyMultiplayer.Static.ReplicationLayer.GetObjectByNetworkId(networkId) as MyCubeGridReplicable;
MyCubeGrid grid = replicable != null ? replicable.Grid : null;
moving = stream.ReadBool();
SerializeTransform(stream, grid, basePos, true, apply && grid != null,moving, null, null); // 12.5 bytes
SerializeVelocities(stream, grid, EffectiveSimulationRatio, apply && grid != null, moving); // 12 bytes
UpdateGridMaxSpeed(grid,!Sync.IsServer);
}
SerializeRopeData(stream, apply);
}
//.........这里部分代码省略.........
示例2: SerializePhysics
public override void SerializePhysics(BitStream stream, MyNetworkClient sender, bool highOrientationCompression = false)
{
// Serialize base
base.SerializePhysics(stream, sender);
Vector3D pos = Entity.WorldMatrix.Translation;
if (stream.Writing)
{
var g = MyCubeGridGroups.Static.Physical.GetGroup(Entity);
stream.WriteByte((byte)(g.Nodes.Count - 1)); // Ignoring self
foreach (var node in g.Nodes)
{
// Ignore self, already serialized
if (node.NodeData != Entity)
{
var target = MyMultiplayer.Static.ReplicationLayer.GetProxyTarget((IMyEventProxy)node.NodeData);
// ~26.5 bytes per grid, not bad
NetworkId networkId = MyMultiplayer.Static.ReplicationLayer.GetNetworkIdByObject(target);
PositionUpdateMsg msg = CreatePositionMsg(node.NodeData);
stream.WriteNetworkId(networkId); // ~2 bytes
HalfVector3 posDelta = (HalfVector3)(Vector3)(msg.Position - pos);
stream.Serialize(ref posDelta); // 6 bytes
stream.SerializeNorm(ref msg.Orientation); // 6.5 bytes
stream.Serialize(ref msg.LinearVelocity); // 6 bytes
stream.Serialize(ref msg.AngularVelocity); // 6 bytes
}
}
}
else
{
byte numRecords = stream.ReadByte();
for (int i = 0; i < numRecords; i++)
{
PositionUpdateMsg msg = default(PositionUpdateMsg);
NetworkId networkId = stream.ReadNetworkId();
HalfVector3 posDelta = default(HalfVector3);
stream.Serialize(ref posDelta);
msg.Position = posDelta + pos;
stream.SerializeNorm(ref msg.Orientation);
stream.Serialize(ref msg.LinearVelocity);
stream.Serialize(ref msg.AngularVelocity);
MyCubeGrid grid = MyMultiplayer.Static.ReplicationLayer.GetObjectByNetworkId(networkId) as MyCubeGrid;
if (grid != null)
{
grid.SyncObject.OnPositionUpdate(ref msg, sender);
}
}
}
}
示例3: ProcessEvent
private void ProcessEvent( MyPacket packet )
{
if ( _networkHandlers.Count == 0 )
{
((MyReplicationLayer)MyMultiplayer.ReplicationLayer).ProcessEvent(packet);
return;
}
//magic: DO NOT TOUCH
BitStream stream = new BitStream();
stream.ResetRead( packet );
NetworkId networkId = stream.ReadNetworkId();
//this value is unused, but removing this line corrupts the rest of the stream
NetworkId blockedNetworkId = stream.ReadNetworkId();
uint eventId = (uint)stream.ReadByte();
CallSite site;
IMyNetObject sendAs;
object obj;
if ( networkId.IsInvalid ) // Static event
{
site = m_typeTable.StaticEventTable.Get( eventId );
sendAs = null;
obj = null;
}
else // Instance event
{
sendAs = ( (MyReplicationLayer)MyMultiplayer.ReplicationLayer ).GetObjectByNetworkId( networkId );
if ( sendAs == null )
{
return;
}
var typeInfo = m_typeTable.Get( sendAs.GetType() );
int eventCount = typeInfo.EventTable.Count;
if ( eventId < eventCount ) // Directly
{
obj = sendAs;
site = typeInfo.EventTable.Get( eventId );
}
else // Through proxy
{
obj = ( (IMyProxyTarget)sendAs ).Target;
typeInfo = m_typeTable.Get( obj.GetType() );
site = typeInfo.EventTable.Get( eventId - (uint)eventCount ); // Subtract max id of Proxy
}
}
#if DEBUG
if ( ExtenderOptions.IsDebugging )
{
if ( !site.MethodInfo.Name.Contains( "SyncPropertyChanged" ) && !site.MethodInfo.Name.Contains( "OnSimulationInfo" ) )
ApplicationLog.Error( $"Caught event {site.MethodInfo.Name} from user {PlayerMap.Instance.GetFastPlayerNameFromSteamId( packet.Sender.Value )}:{packet.Sender.Value}" );
}
#endif
//we're handling the network live in the game thread, this needs to go as fast as possible
bool handled = false;
Parallel.ForEach( _networkHandlers, handler =>
{
if ( handler.CanHandle( site ) )
handled |= handler.Handle( packet.Sender.Value, site, stream, obj );
} );
if ( !handled )
( (MyReplicationLayer)MyMultiplayer.ReplicationLayer ).ProcessEvent( packet );
}