Simplify components serialization (#139)

* Performance optimizations in NetworkIdentity.uNetUpdate

* Don't copy array twice

* write to one NetworkWriter for gameobject instead of one per component

* Simplify component serialization and improve performance

* Small style cleanup

* Fix compilation error

* Revert this change for now

* Revert for now

* Remove this for now

* No need for 2 versions of OnSerializeAllsafely

* Removed bad comment

* simplify using foreach
This commit is contained in:
Paul Pacheco 2018-12-06 15:17:04 -06:00 committed by vis2k
parent 6d33fae44f
commit c10a5fc999
2 changed files with 40 additions and 44 deletions

View File

@ -436,32 +436,32 @@ internal bool OnSerializeSafely(NetworkBehaviour comp, NetworkWriter writer, boo
}
// serialize all components (or only dirty ones if not initial state)
// -> returns TRUE if any date other than dirtyMask was written!
internal bool OnSerializeAllSafely(NetworkBehaviour[] components, NetworkWriter writer, bool initialState)
// -> returns serialized data of everything dirty, null if nothing was dirty
internal byte[] OnSerializeAllSafely(bool initialState)
{
if (components.Length > 64)
if (m_NetworkBehaviours.Length > 64)
{
Debug.LogError("Only 64 NetworkBehaviour components are allowed for NetworkIdentity: " + name + " because of the dirtyComponentMask");
return false;
return null;
}
ulong dirtyComponentsMask = GetDirtyMask(m_NetworkBehaviours, initialState);
// loop through all components only once and then write dirty+payload into the writer afterwards
ulong dirtyComponentsMask = 0L;
NetworkWriter payload = new NetworkWriter();
for (int i = 0; i < components.Length; ++i)
if (dirtyComponentsMask == 0L)
return null;
NetworkWriter writer = new NetworkWriter();
writer.WritePackedUInt64(dirtyComponentsMask); // WritePacked64 so we don't write full 8 bytes if we don't have to
foreach (NetworkBehaviour comp in m_NetworkBehaviours)
{
// is this component dirty?
// -> always serialize if initialState so all components are included in spawn packet
// -> note: IsDirty() is false if the component isn't dirty or sendInterval isn't elapsed yet
NetworkBehaviour comp = m_NetworkBehaviours[i];
if (initialState || comp.IsDirty())
{
// set bit #i to 1 in dirty mask
dirtyComponentsMask |= (ulong)(1L << i);
// serialize the data
if (LogFilter.Debug) { Debug.Log("OnSerializeAllSafely: " + name + " -> " + comp.GetType() + " initial=" + initialState); }
OnSerializeSafely(comp, payload, initialState);
OnSerializeSafely(comp, writer, initialState);
// Clear dirty bits only if we are synchronizing data and not sending a spawn message.
// This preserves the behavior in HLAPI
@ -472,22 +472,25 @@ internal bool OnSerializeAllSafely(NetworkBehaviour[] components, NetworkWriter
}
}
// did we write anything? then write dirty, payload and return true
if (dirtyComponentsMask != 0L)
return writer.ToArray();
}
private ulong GetDirtyMask(NetworkBehaviour[] components, bool initialState)
{
byte[] payloadBytes = payload.ToArray();
writer.WritePackedUInt64(dirtyComponentsMask); // WritePacked64 so we don't write full 8 bytes if we don't have to
writer.Write(payloadBytes, 0, payloadBytes.Length);
return true;
// loop through all components only once and then write dirty+payload into the writer afterwards
ulong dirtyComponentsMask = 0L;
for (int i = 0; i < components.Length; ++i)
{
NetworkBehaviour comp = components[i];
if (initialState || comp.IsDirty())
{
dirtyComponentsMask |= (ulong)(1L << i);
}
}
// didn't write anything, return false
return false;
return dirtyComponentsMask;
}
// extra version that uses m_NetworkBehaviours so we can call it from the outside
internal void OnSerializeAllSafely(NetworkWriter writer, bool initialState) { OnSerializeAllSafely(m_NetworkBehaviours, writer, initialState); }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
internal void OnDeserializeSafely(NetworkBehaviour comp, NetworkReader reader, bool initialState)
@ -653,22 +656,19 @@ internal void HandleRPC(int componentIndex, int cmdHash, NetworkReader reader)
// invoked by unity runtime immediately after the regular "Update()" function.
internal void UNetUpdate()
{
if (m_NetworkBehaviours.Any(comp => comp.IsDirty()))
{
// serialize all the dirty components and send (if any were dirty)
NetworkWriter writer = new NetworkWriter();
if (OnSerializeAllSafely(m_NetworkBehaviours, writer, false))
byte[] payload = OnSerializeAllSafely(false);
if (payload != null)
{
// construct message and send
UpdateVarsMessage message = new UpdateVarsMessage();
message.netId = netId;
message.payload = writer.ToArray();
message.payload = payload;
NetworkServer.SendToReady(gameObject, (short)MsgType.UpdateVars, message);
}
}
}
internal void OnUpdateVars(NetworkReader reader, bool initialState)
{

View File

@ -951,9 +951,7 @@ internal static void SendSpawnMessage(NetworkIdentity uv, NetworkConnection conn
msg.rotation = uv.transform.rotation;
// serialize all components with initialState = true
NetworkWriter writer = new NetworkWriter();
uv.OnSerializeAllSafely(writer, true);
msg.payload = writer.ToArray();
msg.payload = uv.OnSerializeAllSafely(true);
// conn is != null when spawning it for a client
if (conn != null)
@ -975,9 +973,7 @@ internal static void SendSpawnMessage(NetworkIdentity uv, NetworkConnection conn
msg.position = uv.transform.position;
// include synch data
NetworkWriter writer = new NetworkWriter();
uv.OnSerializeAllSafely(writer, true);
msg.payload = writer.ToArray();
msg.payload = uv.OnSerializeAllSafely(true);
// conn is != null when spawning it for a client
if (conn != null)