/* * @Author: 白哉 * @Description: * @Date: 2025年04月03日 星期四 11:04:31 * @Modify: */ using System.Collections.Generic; using Logic.AI; using MemoryPack; using Steamworks; using TH1_Logic.Steam; using UnityEngine; namespace RuntimeData { // 网络信息 [MemoryPackable] public partial class NetData { // 地图哈希 public string MapHash; // SteamId => PlayerId 的索引 public Dictionary Players; // 所有玩家行为的序列 public List Actions; // 随机数种子 开始游戏时由房主进行初始化,整局游戏不可变 public int RandomSeed; private System.Random _random; [MemoryPackConstructor] public NetData() { Players = new Dictionary(); Actions = new List(); // 生成确定性种子(由房主生成并广播) RandomSeed = System.Environment.TickCount; } // 这里单纯是因为深拷贝目前只用于 AI 演算,故不对 Players 和 Actions 赋值 public NetData(NetData copyData) { MapHash = copyData.MapHash; RandomSeed = copyData.RandomSeed; Players = new Dictionary(); Actions = new List(); } // 这里单纯是因为深拷贝目前只用于 AI 演算,故不对 Players 和 Actions 赋值 public void DeepCopy(NetData copyData) { MapHash = copyData.MapHash; RandomSeed = copyData.RandomSeed; Players = new Dictionary(); Actions = new List(); } public System.Random GetRandom() { if (_random == null) _random = new System.Random(RandomSeed); return _random; } public void RefreshPlayerNet(MapData mapData) { if (SteamLobbyManager.Instance.IsLobbyOwner) { // 添加其他人 foreach (var cSteamID in SteamLobbyManager.Instance.EnumerateMembers()) { if (Players.ContainsKey(cSteamID.m_SteamID)) continue; foreach (var player in mapData.PlayerMap.PlayerDataList) { if (Players.ContainsValue(player.Id)) return; Players[cSteamID.m_SteamID] = player.Id; } } } var cSteamId = var selfSteamId = SteamLobbyManager.Instance.GetCSteamID(mapData.PlayerMap.SelfPlayerId).m_SteamID; if (Players.TryGetValue(selfSteamId, out var self)) mapData.PlayerMap.SelfPlayerId = self; } public void RefreshMapNet(MapData mapData) { // 地图哈希 MapHash = GetMapDataHash(mapData); } public uint GetActionVersion() { if (Actions.Count == 0) return 0; return Actions[^1].Version + 1; } public ulong GetSteamId(uint playerId) { foreach (var kv in Players) { if (kv.Value == playerId) return kv.Key; } return 0; } public static string GetMapDataHash(MapData mapData) { byte[] bytes = MemoryPackSerializer.Serialize(mapData); // 使用 Unity 的 Hash128(性能很好且稳定) var hash128 = new Hash128(); hash128.Append(bytes); return hash128.ToString(); } } }