Files
test/Assets/Scripts/Move/CECHostMove.cs
T
2025-09-15 18:01:08 +07:00

228 lines
6.5 KiB
C#

using BrewMonster.Network;
using CSNetwork.C2SCommand;
using CSNetwork.GPDataType;
using System;
using System.Collections.Generic;
using System.Runtime.ConstrainedExecution;
using System.Text;
using UnityEngine;
using CSNetwork.Protocols;
using UnityEngine.LightTransport;
using CSNetwork;
public class CECHostMove
{
ushort m_wMoveStamp;
float m_fMoveTime;
CECHostPlayer m_pHost;
bool m_bStop;
const float MOVECMD_INTERVAL = .5f;
Vector3 m_vLastSevPos;
STOPMOVE m_DelayedStop;
ulong cmdstopdelayCounter = 500;
ulong cmdmovedelayCounter = 500;
ulong m_dwLastTime;
Vector3 m_vLastPos;
float m_fAverSpeedH;
public CECHostMove(CECHostPlayer pHost)
{
m_wMoveStamp = 0;
m_fMoveTime = 0.0f;
m_pHost = pHost;
m_bStop = false;
}
public void Tick(ulong dwDeltaTime)
{
cmdstopdelayCounter += dwDeltaTime;
cmdmovedelayCounter += dwDeltaTime;
if (cmdstopdelayCounter >= 500 && m_DelayedStop.bValid)
{
var m = m_DelayedStop;
// a_GetTime() -> Environment.TickCount (ms)
ulong dwCurrent = (ulong)Mathf.RoundToInt( Time.time * 1000);
// iTime: thời gian tích lũy (ms) + delta từ timestamp đến hiện tại
int iTime = (int)((m.fTime * 1000f)
+ ((dwCurrent > m.dwTimeStamp) ? (dwCurrent - m.dwTimeStamp) : 0));
// tính tốc độ trung bình (giây = iTime * 0.001f)
float fSpeed = l_CalcAverageSpeed(m_vLastSevPos, m.vPos, iTime * 0.001f, m.fSpeed);
int iMoveMode = m.iMoveMode;
// make a potential check with tuojigua
iMoveMode |= (int)MoveMode.GP_MOVE_DEAD;
UnityGameSession.Instance.c2s_SendCmdStopMove(
m.vPos, fSpeed, iMoveMode, m.byDir, m_wMoveStamp++, iTime
);
// Record this position
m_vLastSevPos = m.vPos;
Reset();
}
m_dwLastTime = Math.Max(m_dwLastTime, 1);
Vector3 vOffset = m_pHost.transform.position - m_vLastPos;
m_fAverSpeedH = EC_Utility.MagnitudeH(vOffset) * 1000.0f / m_dwLastTime;
m_vLastPos = m_pHost.transform.position;
m_dwLastTime = dwDeltaTime;
}
public void SendStopMoveCmd(in Vector3 vPos, float fSpeed, int iMoveMode)
{
Debug.LogWarning("HoangDev : SendStopMoveCmd");
iMoveMode |= (int)MoveMode.GP_MOVE_DEAD;
if (cmdstopdelayCounter == 500)
{
Vector3 vDir = m_pHost.transform.forward;
byte byDir = EC_Utility.glb_CompressDirH(vDir.x, vDir.z);
fSpeed = l_CalcAverageSpeed(m_vLastSevPos, vPos, m_fMoveTime, fSpeed);
int iTime = (int)(m_fMoveTime * 1000);
UnityGameSession.Instance.c2s_SendCmdStopMove(vPos, fSpeed, iMoveMode, byDir, m_wMoveStamp++, iTime);
m_vLastSevPos = vPos;
Reset();
}
else
{
Vector3 vDir = m_pHost.transform.forward;
byte byDir = EC_Utility.glb_CompressDirH(vDir.x, vDir.z);
if (!m_DelayedStop.bValid)
{
m_DelayedStop.dwTimeStamp = (ulong)Mathf.RoundToInt(Time.time * 1000);
m_DelayedStop.fTime = m_fMoveTime;
}
m_DelayedStop.bValid = true;
m_DelayedStop.byDir = byDir;
m_DelayedStop.vPos = vPos;
m_DelayedStop.iMoveMode = iMoveMode;
m_DelayedStop.fSpeed = fSpeed;
}
m_fMoveTime = 0.0f;
}
public void SendMoveCmd(in Vector3 vCurPos, in Vector3 vVel, int iMoveMode, bool bForceSend = false)
{
Vector3 vMoveDir = vVel;
float fSpeed = vMoveDir.magnitude;
SendMoveCmd(vCurPos, fSpeed, iMoveMode, bForceSend);
}
void SendMoveCmd(in Vector3 vCurPos,
float fSpeed, int iMoveMode, bool bForceSend)
{
if (m_bStop)
{
// m_CmdTimeCnt.Reset();
cmdmovedelayCounter = (ulong)( m_fMoveTime * 1000);
m_bStop = false;
}
if (!bForceSend && cmdmovedelayCounter < 500)
return;
int iTime = (int)(m_fMoveTime * 1000);
if (iTime < 200)
{
if (iTime == 0 || !bForceSend)
{
// if time is too little, wait again
cmdmovedelayCounter = (ulong)(iTime);
return;
}
}
cmdmovedelayCounter = 0;
m_DelayedStop.bValid = false;
fSpeed = l_CalcAverageSpeed(m_vLastSevPos, vCurPos, m_fMoveTime, fSpeed);
m_fMoveTime = 0.0f;
iMoveMode |= (int)MoveMode.GP_MOVE_DEAD;
UnityGameSession.Instance.c2s_CmdPlayerMove(vCurPos, vCurPos, iTime/* MOVECMD_INTERVAL */, fSpeed, iMoveMode, m_wMoveStamp++);
m_vLastSevPos = vCurPos;
}
float l_CalcAverageSpeed(in Vector3 p1, in Vector3 p2, float fTime, float fDefSpeed)
{
if (Mathf.Approximately(fTime, 0f))
return fDefSpeed;
Vector3 d = p2 - p1;
float fSpeed = d.magnitude / fTime;
if (fTime < 0.05f || fSpeed > 50.0f)
{
// tương đương ASSERT(0) trong C++, ở đây có thể Debug.LogWarning
Debug.LogWarning("CalcAverageSpeed: invalid input, fallback to default speed.");
return fDefSpeed;
}
return fSpeed;
}
private void Reset()
{
cmdstopdelayCounter = 0;
m_bStop = true;
m_DelayedStop.bValid = false;
}
public void GroundMove(float ftime)
{
m_fMoveTime += ftime;
}
struct STOPMOVE
{
public bool bValid; // Valid flag
public Vector3 vPos;
public float fSpeed;
public int iMoveMode;
public byte byDir;
public ulong dwTimeStamp;
public float fTime;
};
}
public struct CDR_INFO
{
//the aabb
public Vector3 vCenter;
//@note : the caller should make sure ext(.x, .y, .z) > 0. By Kuiwu[22/9/2005]
public Vector3 vExtent;
public float fStepHeight;
// Velocity Info
public Vector3 vXOZVelDir;
public float fYVel;
public float fSpeed;
// time span ( sec )
public float t;
// Gravity acceleration
public float fGravityAccel;
// the Climb Slope Thresh
public float fSlopeThresh;
// Tangent plane Info
public Vector3 vTPNormal;
// Absolute Velocity: output for forcast!
public Vector3 vAbsVelocity;
//the moving dist
public float fMoveDist;
};