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| 1 | +using System; |
| 2 | +using System.Text; |
| 3 | +using UnityEngine; |
| 4 | +using UnityEngine.PlayerLoop; |
| 5 | +using UnityEngine.LowLevel; |
| 6 | + |
| 7 | +namespace MLAPI |
| 8 | +{ |
| 9 | + /// <summary> |
| 10 | + /// Allows one to create their own network update engine |
| 11 | + /// in the event they have specific processing needs etc. |
| 12 | + /// </summary> |
| 13 | + public interface INetworkUpdateEngine |
| 14 | + { |
| 15 | + void PreUpdate(); |
| 16 | + void PreUpdateRegister(Action updateAction); |
| 17 | + |
| 18 | + void FixedUpdate(); |
| 19 | + void FixedUpdateRegister(Action updateAction); |
| 20 | + |
| 21 | + void Update(); |
| 22 | + void UpdateRegister(Action updateAction); |
| 23 | + |
| 24 | + void PostUpdate(); |
| 25 | + void PostUpdateRegister(Action updateAction); |
| 26 | + |
| 27 | + } |
| 28 | + |
| 29 | + /// <summary> |
| 30 | + /// InternalNetworkUpdateEngine |
| 31 | + /// Basic-Default version of an INetworkUpdateEngine implementation |
| 32 | + /// This allows for anyone to come up with custom variations, which could include allowing multiple actions to be registered |
| 33 | + /// </summary> |
| 34 | + internal class InternalNetworkUpdateEngine:INetworkUpdateEngine |
| 35 | + { |
| 36 | + public Action PreUpdateAction; |
| 37 | + public Action PostPreUpdateAction; |
| 38 | + public Action FixedUpdateAction; |
| 39 | + public Action UpdateAction; |
| 40 | + public Action PostUpdateAction; |
| 41 | + |
| 42 | + /// <summary> |
| 43 | + /// Handle receiving of any pending packets |
| 44 | + /// </summary> |
| 45 | + public void PreUpdate() |
| 46 | + { |
| 47 | + if(PreUpdateAction != null) |
| 48 | + { |
| 49 | + PreUpdateAction.Invoke(); |
| 50 | + } |
| 51 | + } |
| 52 | + |
| 53 | + public void PreUpdateRegister(Action updateAction) |
| 54 | + { |
| 55 | + PreUpdateAction = updateAction; |
| 56 | + } |
| 57 | + |
| 58 | + public void FixedUpdate() |
| 59 | + { |
| 60 | + if(FixedUpdateAction != null) |
| 61 | + { |
| 62 | + FixedUpdateAction.Invoke(); |
| 63 | + } |
| 64 | + } |
| 65 | + public void FixedUpdateRegister(Action updateAction) |
| 66 | + { |
| 67 | + FixedUpdateAction = updateAction; |
| 68 | + } |
| 69 | + |
| 70 | + public void Update() |
| 71 | + { |
| 72 | + if(UpdateAction != null) |
| 73 | + { |
| 74 | + UpdateAction.Invoke(); |
| 75 | + } |
| 76 | + } |
| 77 | + public void UpdateRegister(Action updateAction) |
| 78 | + { |
| 79 | + UpdateAction = updateAction; |
| 80 | + } |
| 81 | + public void PostUpdate() |
| 82 | + { |
| 83 | + |
| 84 | + if(PostUpdateAction != null) |
| 85 | + { |
| 86 | + PostUpdateAction.Invoke(); |
| 87 | + } |
| 88 | + } |
| 89 | + |
| 90 | + public void PostUpdateRegister(Action updateAction) |
| 91 | + { |
| 92 | + PostUpdateAction = updateAction; |
| 93 | + } |
| 94 | + } |
| 95 | + |
| 96 | + |
| 97 | + /// <summary> |
| 98 | + /// NetworkUpdateManager |
| 99 | + /// External public facing class for the registration of and processing of network updates |
| 100 | + /// Extended to allow for customized INetworkUpdateEngine implementations |
| 101 | + /// </summary> |
| 102 | + public class NetworkUpdateManager |
| 103 | + { |
| 104 | + public enum NetworkUpdateStages |
| 105 | + { |
| 106 | + PREUPDATE, //Invoked after EarlyUpdate.UnityWebRequestUpdate |
| 107 | + FIXEDUPDATE, //Invoked after FixedUpdate.AudioFixedUpdate (prior to any physics being applied or simulated) |
| 108 | + UPDATE, //Invoked after PreUpdate.UpdateVideo (just before the primary Update is invoked) |
| 109 | + LATEUPDATE //Invoked after PostLateUpdate.ProcessWebSendMessages (after all updates) |
| 110 | + } |
| 111 | + |
| 112 | + static INetworkUpdateEngine CurrentNetworkUpdateEngine; |
| 113 | + |
| 114 | + /// <summary> |
| 115 | + /// AssignNetworkUpdateEngine |
| 116 | + /// Provides the option of passing in a custom network update engine |
| 117 | + /// </summary> |
| 118 | + /// <param name="updateEngine">INetworkUpdateEngine interface derived class</param> |
| 119 | + public static void AssignNetworkUpdateEngine(INetworkUpdateEngine updateEngine) |
| 120 | + { |
| 121 | + CurrentNetworkUpdateEngine = updateEngine; |
| 122 | + } |
| 123 | + |
| 124 | + /// <summary> |
| 125 | + /// RegisterNetworkUpdateAction |
| 126 | + /// Registers an action to a specific update stage |
| 127 | + /// </summary> |
| 128 | + /// <param name="updateAction">action to apply</param> |
| 129 | + /// <param name="updateStage">update stage to apply the action to</param> |
| 130 | + public static void RegisterNetworkUpdateAction(Action updateAction, NetworkUpdateStages updateStage) |
| 131 | + { |
| 132 | + if(CurrentNetworkUpdateEngine == null) |
| 133 | + { |
| 134 | + CurrentNetworkUpdateEngine = new InternalNetworkUpdateEngine(); |
| 135 | + } |
| 136 | + |
| 137 | + switch(updateStage) |
| 138 | + { |
| 139 | + case NetworkUpdateStages.PREUPDATE: |
| 140 | + { |
| 141 | + CurrentNetworkUpdateEngine.PreUpdateRegister(updateAction); |
| 142 | + break; |
| 143 | + } |
| 144 | + case NetworkUpdateStages.FIXEDUPDATE: |
| 145 | + { |
| 146 | + CurrentNetworkUpdateEngine.FixedUpdateRegister(updateAction); |
| 147 | + break; |
| 148 | + } |
| 149 | + case NetworkUpdateStages.UPDATE: |
| 150 | + { |
| 151 | + CurrentNetworkUpdateEngine.UpdateRegister(updateAction); |
| 152 | + break; |
| 153 | + } |
| 154 | + case NetworkUpdateStages.LATEUPDATE: |
| 155 | + { |
| 156 | + CurrentNetworkUpdateEngine.PostUpdateRegister(updateAction); |
| 157 | + break; |
| 158 | + } |
| 159 | + } |
| 160 | + } |
| 161 | + |
| 162 | + /// <summary> |
| 163 | + /// AppStart |
| 164 | + /// Initial definition of the four primary network update stages |
| 165 | + /// </summary> |
| 166 | + [RuntimeInitializeOnLoadMethod] |
| 167 | + private static void AppStart() |
| 168 | + { |
| 169 | + var def = PlayerLoop.GetCurrentPlayerLoop(); |
| 170 | + |
| 171 | + if(CurrentNetworkUpdateEngine == null) |
| 172 | + { |
| 173 | + CurrentNetworkUpdateEngine = new InternalNetworkUpdateEngine(); |
| 174 | + } |
| 175 | + |
| 176 | + Type currentNUEType = CurrentNetworkUpdateEngine.GetType(); |
| 177 | + |
| 178 | + //NetworkUpdateManager Primary PlayerLoop Update Registrations |
| 179 | + var networkPreUpdateLoop = new PlayerLoopSystem() |
| 180 | + { |
| 181 | + updateDelegate = CurrentNetworkUpdateEngine.PreUpdate, |
| 182 | + type = currentNUEType |
| 183 | + }; |
| 184 | + InsertSystem(ref def, networkPreUpdateLoop, typeof(EarlyUpdate.UnityWebRequestUpdate)); |
| 185 | + |
| 186 | + var networkFixedUpdateLoop = new PlayerLoopSystem() |
| 187 | + { |
| 188 | + updateDelegate = CurrentNetworkUpdateEngine.FixedUpdate, |
| 189 | + type = currentNUEType |
| 190 | + }; |
| 191 | + InsertSystem(ref def, networkFixedUpdateLoop, typeof(FixedUpdate.AudioFixedUpdate)); |
| 192 | + |
| 193 | + var networkUpdateLoop = new PlayerLoopSystem() |
| 194 | + { |
| 195 | + updateDelegate = CurrentNetworkUpdateEngine.Update, |
| 196 | + type = currentNUEType |
| 197 | + }; |
| 198 | + InsertSystem(ref def, networkUpdateLoop, typeof(PreUpdate.UpdateVideo)); |
| 199 | + |
| 200 | + var networkPostUpdateLoop = new PlayerLoopSystem() |
| 201 | + { |
| 202 | + updateDelegate = CurrentNetworkUpdateEngine.PostUpdate, |
| 203 | + type = currentNUEType |
| 204 | + }; |
| 205 | + InsertSystem(ref def, networkPostUpdateLoop, typeof(PostLateUpdate.ProcessWebSendMessages)); |
| 206 | + |
| 207 | + #if UNITY_EDITOR |
| 208 | + PrintPlayerLoop(def); |
| 209 | + #endif |
| 210 | + |
| 211 | + PlayerLoop.SetPlayerLoop(def); |
| 212 | + } |
| 213 | + |
| 214 | + /// <summary> |
| 215 | + /// InsertSystem |
| 216 | + /// Recursively search for the given system type and insert the new system immediately afterwards |
| 217 | + /// </summary> |
| 218 | + /// <param name="system">PlayerLoopSystem to search</param> |
| 219 | + /// <param name="toInsert">PlayerLoopSystem to insert</param> |
| 220 | + /// <param name="insertAfter">location to insert the PlayerLoopSystem</param> |
| 221 | + /// <returns></returns> |
| 222 | + private static bool InsertSystem(ref PlayerLoopSystem system, PlayerLoopSystem toInsert, Type insertAfter) |
| 223 | + { |
| 224 | + if (system.subSystemList == null) |
| 225 | + { |
| 226 | + return false; |
| 227 | + } |
| 228 | + |
| 229 | + for (int i = 0; i < system.subSystemList.Length; ++i) |
| 230 | + { |
| 231 | + if (system.subSystemList[i].type == insertAfter) |
| 232 | + { |
| 233 | + InsertSystemAt(ref system, toInsert, i + 1); |
| 234 | + return true; |
| 235 | + } |
| 236 | + } |
| 237 | + |
| 238 | + for (var i = 0; i < system.subSystemList.Length; i++) |
| 239 | + { |
| 240 | + if (InsertSystem(ref system.subSystemList[i], toInsert, insertAfter)) |
| 241 | + { |
| 242 | + return true; |
| 243 | + } |
| 244 | + } |
| 245 | + return false; |
| 246 | + } |
| 247 | + |
| 248 | + /// <summary> |
| 249 | + /// InsertSystemAt |
| 250 | + /// Copies the subSystemList of the given system and inserts a new system at the given index |
| 251 | + /// </summary> |
| 252 | + /// <param name="system">PlayerLoopSystem to be inserted into</param> |
| 253 | + /// <param name="toInsert">PlayerLoopSystem to insert</param> |
| 254 | + /// <param name="pos">position to insert the PlayerLoopSystem</param> |
| 255 | + private static void InsertSystemAt(ref PlayerLoopSystem system, PlayerLoopSystem toInsert, int pos) |
| 256 | + { |
| 257 | + PlayerLoopSystem[] newSubSystems = new PlayerLoopSystem[system.subSystemList.Length + 1]; |
| 258 | + for (int i = 0, oldSystemIdx = 0; i < newSubSystems.Length; ++i) |
| 259 | + { |
| 260 | + if (i == pos) |
| 261 | + { |
| 262 | + newSubSystems[i] = toInsert; |
| 263 | + } |
| 264 | + else |
| 265 | + { |
| 266 | + newSubSystems[i] = system.subSystemList[oldSystemIdx++]; |
| 267 | + } |
| 268 | + } |
| 269 | + |
| 270 | + system.subSystemList = newSubSystems; |
| 271 | + } |
| 272 | + |
| 273 | + #if UNITY_EDITOR |
| 274 | + /// <summary> |
| 275 | + /// PrintPlayerLoop |
| 276 | + /// Prints all PlayerLoopSystems within the PlayerLoopSystem provided |
| 277 | + /// </summary> |
| 278 | + /// <param name="pl">PlayerLoopSystem</param> |
| 279 | + private static void PrintPlayerLoop(PlayerLoopSystem pl) |
| 280 | + { |
| 281 | + var sb = new StringBuilder(); |
| 282 | + RecursivePlayerLoopPrint(pl, sb, 0); |
| 283 | + Debug.Log(sb.ToString()); |
| 284 | + } |
| 285 | + |
| 286 | + /// <summary> |
| 287 | + /// RecursivePlayerLoopPrint |
| 288 | + /// Recursively build the entire PlayerLoopSystem list |
| 289 | + /// </summary> |
| 290 | + /// <param name="def">PlayerLoopSystem to be added</param> |
| 291 | + /// <param name="sb">StringBuilder to add to</param> |
| 292 | + /// <param name="depth">Maximum recursion depth</param> |
| 293 | + private static void RecursivePlayerLoopPrint(PlayerLoopSystem def, StringBuilder sb, int depth) |
| 294 | + { |
| 295 | + if (depth == 0) |
| 296 | + { |
| 297 | + sb.AppendLine("ROOT NODE"); |
| 298 | + } |
| 299 | + else if (def.type != null) |
| 300 | + { |
| 301 | + for (int i = 0; i < depth; i++) |
| 302 | + { |
| 303 | + sb.Append("\t"); |
| 304 | + } |
| 305 | + sb.AppendLine(def.type.Name); |
| 306 | + } |
| 307 | + if (def.subSystemList != null) |
| 308 | + { |
| 309 | + depth++; |
| 310 | + foreach (var s in def.subSystemList) |
| 311 | + { |
| 312 | + RecursivePlayerLoopPrint(s, sb, depth); |
| 313 | + } |
| 314 | + depth--; |
| 315 | + } |
| 316 | + } |
| 317 | + #endif |
| 318 | + |
| 319 | + } |
| 320 | +} |
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