using FishNet.Object;
using GameKit.Dependencies.Utilities;
using System;
using System.Collections.Generic;
namespace FishNet.Connection
{
///
/// A container for a connected client used to perform actions on and gather information for the declared client.
///
public partial class NetworkConnection
{
public class LevelOfDetailData : IResettable
{
///
/// Current level of detail for a NetworkObject.
///
public byte CurrentLevelOfDetail;
///
/// Previous level of detail for a NetworkObject.
///
public byte PreviousLevelOfDetail;
internal void Update(byte lodLevel)
{
PreviousLevelOfDetail = CurrentLevelOfDetail;
CurrentLevelOfDetail = lodLevel;
}
public void ResetState()
{
CurrentLevelOfDetail = 0;
PreviousLevelOfDetail = 0;
}
public void InitializeState() { }
}
///
/// Level of detail for each NetworkObject.
/// Since this is called frequently this field is intentionally not an accessor to increase performance.
///
public Dictionary LevelOfDetails = new Dictionary(new NetworkObjectIdComparer());
///
/// Number oftimes this connection may send a forced LOD update.
///
internal int AllowedForcedLodUpdates;
///
/// Last tick an LOD was sent.
/// On client and clientHost this is LocalTick.
/// On server only this is LastPacketTick for the connection.
///
internal uint LastLevelOfDetailUpdate;
///
/// Returns if the client has not sent an LOD update for expectedInterval.
///
///
internal bool IsLateForLevelOfDetail(uint expectedInterval)
{
//Local client is immune since server and client share ticks.
if (IsLocalClient)
return false;
uint lastPacketTick = PacketTick.RemoteTick;
return ((lastPacketTick - LastLevelOfDetailUpdate) > expectedInterval);
}
///
/// Number of level of detail update infractions for this connection.
///
internal int LevelOfDetailInfractions;
private void ResetStates_Lod()
{
foreach (LevelOfDetailData data in LevelOfDetails.Values)
ResettableObjectCaches.Store(data);
LevelOfDetails.Clear();
}
}
}