Entity Serializer
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5 changed files with 128 additions and 2 deletions
114
Assets/Scripts/ServerShared/EntitySerializer.cs
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114
Assets/Scripts/ServerShared/EntitySerializer.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using MessagePack;
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using RethinkDb.Driver.Ast;
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using Unity.Mathematics;
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[MessagePackObject]
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public class EntityPack
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{
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[Key(0)]
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public EquippableItem Hull;
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[Key(1)]
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public (int2 position, EquippableItem item)[] Equipment;
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public (int2 position, EquippableItem item)[] CargoBays;
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public (int2 position, EquippableItem item)[] DockingBays;
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public Dictionary<int2, PersistentBehaviorData[]> PersistedBehaviors;
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public float[,] Temperature;
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public float[,] Armor;
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public Dictionary<int, float> HardpointArmor;
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public int[] DockingBayAssignments;
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public (int2 position, ItemInstance item)[][] CargoContents;
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public (int2 position, ItemInstance item)[][] DockingBayContents;
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public EntityPack[] Children;
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public static EntityPack Serialize(Entity entity)
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{
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var pack = new EntityPack();
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// Filter item behavior collections by those with any persistent behaviors
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// For each item create an object containing the item position and a list of persistent behaviors
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// Then turn that into a dictionary mapping from item position to an array of every behaviors persistent data
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pack.PersistedBehaviors = entity.Equipment
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.Where(item => item.Behaviors.Any(b=>b is IPersistentBehavior))
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.Select(item => new {equippable=item, behaviors = item.Behaviors
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.Where(b=>b is IPersistentBehavior)
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.Cast<IPersistentBehavior>()})
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.ToDictionary(x=> x.equippable.Position, x=>x.behaviors.Select(b => b.Store()).ToArray());
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pack.Equipment = entity.Equipment.Select(e => (e.Position, e.EquippableItem)).ToArray();
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pack.CargoBays = entity.CargoBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
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pack.DockingBays = entity.DockingBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
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pack.DockingBayAssignments = entity.DockingBays.Select(x => entity.Children.IndexOf(x.DockedShip)).ToArray();
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pack.CargoContents = entity.CargoBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
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pack.DockingBayContents = entity.DockingBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
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pack.Armor = entity.Armor;
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pack.Temperature = entity.Temperature;
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var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
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pack.HardpointArmor = entity.HardpointArmor.ToDictionary(x => hullData.Hardpoints.IndexOf(x.Key), x => x.Value);
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pack.Children = entity.Children.Select(Serialize).ToArray();
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return pack;
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}
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public static Ship Deserialize(ItemManager itemManager, Zone zone, EntityPack pack)
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{
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var entity = new Ship(itemManager, zone, pack.Hull);
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Restore(itemManager, zone, pack, entity);
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return entity;
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}
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public static OrbitalEntity Deserialize(ItemManager itemManager, Zone zone, EntityPack pack, Guid orbit)
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{
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var entity = new OrbitalEntity(itemManager, zone, pack.Hull, orbit);
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Restore(itemManager, zone, pack, entity);
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return entity;
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}
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public static void Restore(ItemManager itemManager, Zone zone, EntityPack pack, Entity entity)
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{
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entity.Children = pack.Children.Select(c =>
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{
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var child = Deserialize(itemManager, zone, c);
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child.Parent = entity;
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return (Entity) child;
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}).ToList();
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foreach (var (position, item) in pack.Equipment) entity.TryEquip(item, position);
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foreach (var (position, item) in pack.CargoBays) entity.TryEquip(item, position);
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foreach (var (position, item) in pack.DockingBays) entity.TryEquip(item, position);
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for (var i = 0; i < pack.DockingBayAssignments.Length; i++)
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{
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if (pack.DockingBayAssignments[i] != -1)
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entity.DockingBays[i].DockedShip = entity.Children[pack.DockingBayAssignments[i]] as Ship;
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}
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for (var bayIndex = 0; bayIndex < pack.CargoContents.Length; bayIndex++)
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foreach (var (position, item) in pack.CargoContents[bayIndex])
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entity.CargoBays[bayIndex].TryStore(item, position);
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for (var bayIndex = 0; bayIndex < pack.DockingBayContents.Length; bayIndex++)
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foreach (var (position, item) in pack.DockingBayContents[bayIndex])
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entity.DockingBays[bayIndex].TryStore(item, position);
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// Iterate only over the behaviors of items which contain persistent data
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// Filter the behaviors for each item to get the persistent ones, then cast them and combine with the persisted data array for that item
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foreach (var persistentBehaviorData in entity.Equipment
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.Where(item => pack.PersistedBehaviors.ContainsKey(item.Position))
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.SelectMany(item => item.Behaviors
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.Where(b=> b is IPersistentBehavior)
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.Cast<IPersistentBehavior>()
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.Zip(pack.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
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persistentBehaviorData.behavior.Restore(persistentBehaviorData.data);
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entity.Temperature = pack.Temperature;
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entity.Armor = pack.Armor;
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var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
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entity.HardpointArmor = pack.HardpointArmor.ToDictionary(x => hullData.Hardpoints[x.Key], x => x.Value);
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}
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}
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