/* * @Author: 白哉 * @Description: * @Date: 2025年04月03日 星期四 11:04:31 * @Modify: */ using System; using System.Buffers; using System.Collections.Generic; using System.Runtime.InteropServices; using Logic.AI; using Logic.CrashSight; using MemoryPack; using TH1_Logic.Core; using TH1_Logic.Net; using UnityEngine; namespace RuntimeData { public enum NetMode { None, Single, Multi, Spectator, } public enum MemberNetState { None, OK, Leaved, Disconnected, Timeout, Error, } [MemoryPackable] public partial class PlayerConfirmData { public ulong MemberId; public MemberNetState State; [MemoryPackIgnore] public float PingRecordTime; public float Ping; [MemoryPackIgnore] public float ErrorTime; [MemoryPackIgnore] public float ConfirmTime; public bool AIControl; [MemoryPackConstructor] public PlayerConfirmData() { } public PlayerConfirmData(ulong id) { MemberId = id; ConfirmTime = Time.time; State = MemberNetState.OK; AIControl = false; } public void OnSendHeartbeat() { if (PingRecordTime == 0 || Time.time - PingRecordTime > 5f) PingRecordTime = Time.time; } public void OnReceiveHeartbeat() { ConfirmTime = Time.time; } public void OnReceiveHeartbeatReply() { if (PingRecordTime == 0f) return; Ping = Time.time - PingRecordTime; PingRecordTime = 0f; } public float GetPing() { return Ping; } public void UpdateErrorTime() { if (State == MemberNetState.OK) ErrorTime = Time.time; } public bool IsNeedAI() { // 房主可手动指定 AI 接管 return AIControl && State != MemberNetState.OK; } } [MemoryPackable] public partial class PlayerConfirmMap { public Dictionary PlayerConfirm; public PlayerConfirmMap() { PlayerConfirm = new Dictionary(); } public PlayerConfirmData GetPlayerConfirm(ulong memberId) { if (!PlayerConfirm.ContainsKey(memberId)) PlayerConfirm[memberId] = new PlayerConfirmData(memberId); return PlayerConfirm[memberId]; } public void UpdatePlayerConfirm(Dictionary playerConfirm) { foreach (var confirm in playerConfirm) { var data = GetPlayerConfirm(confirm.Key); data.State = confirm.Value.State; if (confirm.Key == LobbyManager.Instance.Lobby.GetSelfMemberId()) continue; if (confirm.Key == LobbyManager.Instance.Lobby.GetLobbyOwnerId()) continue; data.Ping = confirm.Value.Ping; } } } // 网络信息 [MemoryPackable] public partial class NetData { // 网络模式 public NetMode Mode; // 当前操作的玩家 public uint CurPlayerId; // 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; private static readonly ArrayBufferWriter _bufferWriter = new ArrayBufferWriter(64 * 1024); // 玩家开始时间记录 [MemoryPackIgnore] public float PlayerStartTime; [MemoryPackIgnore] public float GameStartTime; [MemoryPackConstructor] public NetData() { Mode = NetMode.None; CurPlayerId = 0; 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; GameStartTime = 0; PlayerStartTime = 0; } // 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) { Mode = copyData.Mode; CurPlayerId = copyData.CurPlayerId; 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) { Mode = copyData.Mode; CurPlayerId = copyData.CurPlayerId; RandomSeed = copyData.RandomSeed; Players = new Dictionary(); Actions = new List(); } // 只有 Action 的逻辑可以使用这个 Random, 因为要保证计数一致 public System.Random GetRandom(MapData map) { if (map != Main.MapData) return new System.Random(RandomSeed); if (_random == null) _random = new System.Random(RandomSeed); return _random; } public bool RefreshPlayerNet(MapData mapData) { if (Mode != NetMode.Multi) return true; if (mapData?.PlayerMap?.PlayerDataList == null) return false; var lobby = LobbyManager.Instance.Lobby; if (lobby == null || !lobby.IsInLobby()) return false; Players ??= new Dictionary(); var lobbyMemberIds = lobby.GetAllMemberIds(); if (lobbyMemberIds == null || lobbyMemberIds.Count == 0) return false; var lobbyMemberSet = new HashSet(lobbyMemberIds); if (lobby.IsLobbyOwner()) { var staleMemberIds = new List(); foreach (var kv in Players) { if (lobbyMemberSet.Contains(kv.Key)) continue; staleMemberIds.Add(kv.Key); } foreach (var memberId in staleMemberIds) { Players.Remove(memberId); LogSystem.LogWarning($"RefreshPlayerNet removed stale member mapping: {memberId}"); } // 创建 Player 的时候会分配一次 PlayerId,这里直接使用 if (mapData.MapConfig?.MultiCivs != null) { foreach (var memberCiv in mapData.MapConfig.MultiCivs) { if (memberCiv == null || memberCiv.PlayerId == 0) continue; if (!lobbyMemberSet.Contains(memberCiv.MemberId)) continue; if (Players.ContainsKey(memberCiv.MemberId)) continue; if (Players.ContainsValue(memberCiv.PlayerId)) continue; Players[memberCiv.MemberId] = memberCiv.PlayerId; } } // 添加其他人 foreach (var memberId in lobbyMemberIds) { if (Players.ContainsKey(memberId)) continue; foreach (var player in mapData.PlayerMap.PlayerDataList) { if (player == null) continue; if (Players.ContainsValue(player.Id)) continue; Players[memberId] = player.Id; break; } } } var selfMemberId = lobby.GetSelfMemberId(); foreach (var memberId in lobbyMemberIds) { if (!Players.TryGetValue(memberId, out var playerId) || playerId == 0 || !mapData.PlayerMap.GetPlayerDataByPlayerID(playerId, out _)) { LogSystem.LogWarning($"RefreshPlayerNet missing PlayerId mapping for lobby member: member={memberId}, player={playerId}"); return false; } } var seenPlayerIds = new HashSet(); foreach (var kv in Players) { if (!lobby.IsMemberInLobby(kv.Key)) continue; if (kv.Value == 0 || !mapData.PlayerMap.GetPlayerDataByPlayerID(kv.Value, out _)) { LogSystem.LogWarning($"RefreshPlayerNet invalid PlayerId mapping: member={kv.Key}, player={kv.Value}"); return false; } if (!seenPlayerIds.Add(kv.Value)) { LogSystem.LogWarning($"RefreshPlayerNet duplicate PlayerId mapping: player={kv.Value}"); return false; } } if (Players.TryGetValue(selfMemberId, out var id) && id != 0 && mapData.PlayerMap.GetPlayerDataByPlayerID(id, out _)) { mapData.PlayerMap.SelfPlayerId = id; return true; } else { LogSystem.LogWarning($"RefreshPlayerNet could not find PlayerId for self member: {selfMemberId}"); return false; } } public uint GetActionVersion() { if (Actions.Count == 0) return 0; return Actions[^1].Version + 1; } public ulong GetmemberIdId(uint playerId) { foreach (var kv in Players) { if (kv.Value == playerId) return kv.Key; } return 0; } public uint GetPlayerId(ulong memberId) { return Players.GetValueOrDefault(memberId); } public void CompareEqual(NetData net) { var differences = new List(); // 使用序列化比较各个组件 MapData.CompareComponent(Mode, net.Mode, "Mode", differences); MapData.CompareComponent(CurPlayerId, net.CurPlayerId, "CurPlayerId", differences); MapData.CompareComponent(Players, net.Players, "Players", differences); MapData.CompareComponent(Actions, net.Actions, "Actions", differences); // 输出结果 foreach (var diff in differences) LogSystem.LogWarning($" - {diff}"); } public void Clear() { Mode = NetMode.None; CurPlayerId = 0; Players ??= new Dictionary(); Players.Clear(); Actions ??= new List(); Actions.Clear(); // 生成确定性种子(由房主生成并广播) RandomSeed = System.Environment.TickCount; GameStartTime = 0; PlayerStartTime = 0; } // public static string GetMapDataHash(MapData mapData) // { // var actions = mapData.Net.Actions; // mapData.Net.Actions = null; // // _bufferWriter.Clear(); // MemoryPackSerializer.Serialize(_bufferWriter, mapData); // // mapData.Net.Actions = actions; // // var hash128 = new Hash128(); // hash128.Append(_bufferWriter.WrittenSpan.ToArray()); // 这里仍有 GC // return hash128.ToString(); // } public static string GetMapDataHash(MapData mapData) { lock (_bufferWriter) { var actions = mapData.Net.Actions; mapData.Net.Actions = null; try { _bufferWriter.Clear(); MemoryPackSerializer.Serialize(_bufferWriter, mapData); var hash128 = new Hash128(); var writtenMemory = _bufferWriter.WrittenMemory; if (MemoryMarshal.TryGetArray(writtenMemory, out ArraySegment segment) && segment.Array != null) { hash128.Append(segment.Array, segment.Offset, segment.Count); } else { hash128.Append(writtenMemory.ToArray()); } return hash128.ToString(); } finally { mapData.Net.Actions = actions; } } } } }