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selective sync
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@ -301,42 +301,67 @@ protected virtual bool Validate(Vector3 localPosition, Quaternion localRotation,
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// it's then either sent fully (initial) or delta compressed.
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void SerializeEverything(NetworkWriter writer)
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{
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// delta compression filters out unchanged data.
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// however, we still only serialize selectively instead of writing all.
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// reduces bittree hierarchy depth, initial spawn packet etc.
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// position, quantized to longs
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if (syncPosition)
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{
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Compression.ScaleToLong(targetComponent.localPosition, positionPrecision, out long pX, out long pY, out long pZ); // local for VR
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writer.WriteLong(pX);
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writer.WriteLong(pY);
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writer.WriteLong(pZ);
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}
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// rotation:
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// rotation
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if (syncRotation)
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{
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// TODO quantization later.
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// TODO ensure it's exactly the same if not rotated.
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writer.WriteQuaternion(targetComponent.localRotation);
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}
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// scale, quantized to longs
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if (syncScale)
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{
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Compression.ScaleToLong(targetComponent.localScale, scalePrecision, out long sX, out long sY, out long sZ); // local for VR
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writer.WriteLong(sX);
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writer.WriteLong(sY);
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writer.WriteLong(sZ);
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}
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}
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// deserialize full data after delta compression
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// deserialize data after delta compression
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void DeserializeEverything(NetworkReader reader, out Vector3 position, out Quaternion rotation, out Vector3 scale)
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{
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// position
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if (syncPosition)
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{
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long pX = reader.ReadLong();
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long pY = reader.ReadLong();
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long pZ = reader.ReadLong();
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position = Compression.ScaleToFloat(pX, pY, pZ, positionPrecision);
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}
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else position = targetComponent.localPosition;
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// rotation
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if (syncRotation)
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{
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rotation = reader.ReadQuaternion();
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}
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else rotation = targetComponent.localRotation;
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// scale
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if (syncScale)
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{
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long sX = reader.ReadLong();
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long sY = reader.ReadLong();
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long sZ = reader.ReadLong();
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scale = Compression.ScaleToFloat(sX, sY, sZ, scalePrecision);
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}
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else scale = targetComponent.localScale;
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}
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// last serialization for delta compression
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public override void OnSerialize(NetworkWriter writer, bool initialState)
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