mirror of
https://github.com/Ukendio/jecs.git
synced 2025-04-25 09:30:03 +00:00
Test :iter
This commit is contained in:
parent
9d82851373
commit
1f6c22cf6a
11 changed files with 833 additions and 2 deletions
18
demo/.config/blink
Normal file
18
demo/.config/blink
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@ -0,0 +1,18 @@
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option ClientOutput = "../net/client.luau"
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option ServerOutput = "../net/server.luau"
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event UpdateTransform {
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From: Server,
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Type: Unreliable,
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Call: SingleSync,
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Poll: true,
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Data: (f64, CFrame)
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}
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event SpawnMob {
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From: Server,
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Type: Reliable,
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Call: SingleSync,
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Poll: true,
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Data: (f64, CFrame, u8)
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}
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337
demo/net/client.luau
Normal file
337
demo/net/client.luau
Normal file
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@ -0,0 +1,337 @@
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--!strict
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--!native
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--!optimize 2
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--!nolint LocalShadow
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--#selene: allow(shadowing)
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-- File generated by Blink v0.14.1 (https://github.com/1Axen/Blink)
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-- This file is not meant to be edited
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local RunService = game:GetService("RunService")
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if not RunService:IsClient() then
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error("Client network module can only be required from the client.")
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end
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local Reliable: RemoteEvent = ReplicatedStorage:WaitForChild("BLINK_RELIABLE_REMOTE") :: RemoteEvent
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local Unreliable: UnreliableRemoteEvent = ReplicatedStorage:WaitForChild("BLINK_UNRELIABLE_REMOTE") :: UnreliableRemoteEvent
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local Invocations = 0
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local SendSize = 64
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local SendOffset = 0
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local SendCursor = 0
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local SendBuffer = buffer.create(64)
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local SendInstances = {}
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local RecieveCursor = 0
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local RecieveBuffer = buffer.create(64)
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local RecieveInstances = {}
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local RecieveInstanceCursor = 0
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type Entry = {
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value: any,
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next: Entry?
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}
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type Queue = {
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head: Entry?,
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tail: Entry?
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}
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type BufferSave = {
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Size: number,
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Cursor: number,
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Buffer: buffer,
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Instances: {Instance}
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}
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local function Read(Bytes: number)
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local Offset = RecieveCursor
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RecieveCursor += Bytes
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return Offset
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end
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local function Save(): BufferSave
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return {
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Size = SendSize,
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Cursor = SendCursor,
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Buffer = SendBuffer,
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Instances = SendInstances
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}
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end
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local function Load(Save: BufferSave?)
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if Save then
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SendSize = Save.Size
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SendCursor = Save.Cursor
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SendOffset = Save.Cursor
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SendBuffer = Save.Buffer
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SendInstances = Save.Instances
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return
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end
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SendSize = 64
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SendCursor = 0
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SendOffset = 0
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SendBuffer = buffer.create(64)
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SendInstances = {}
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end
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local function Invoke()
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if Invocations == 255 then
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Invocations = 0
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end
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local Invocation = Invocations
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Invocations += 1
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return Invocation
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end
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local function Allocate(Bytes: number)
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local InUse = (SendCursor + Bytes)
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if InUse > SendSize then
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--> Avoid resizing the buffer for every write
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while InUse > SendSize do
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SendSize *= 1.5
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end
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local Buffer = buffer.create(SendSize)
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buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
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SendBuffer = Buffer
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end
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SendOffset = SendCursor
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SendCursor += Bytes
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return SendOffset
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end
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local function CreateQueue(): Queue
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return {
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head = nil,
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tail = nil
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}
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end
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local function Pop(queue: Queue): any
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local head = queue.head
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if head == nil then
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return
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end
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queue.head = head.next
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return head.value
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end
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local function Push(queue: Queue, value: any)
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local entry: Entry = {
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value = value,
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next = nil
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}
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if queue.tail ~= nil then
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queue.tail.next = entry
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end
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queue.tail = entry
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if queue.head == nil then
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queue.head = entry
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end
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end
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local Types = {}
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local Calls = table.create(256)
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local Events: any = {
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Reliable = table.create(256),
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Unreliable = table.create(256)
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}
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local Queue: any = {
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Reliable = table.create(256),
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Unreliable = table.create(256)
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}
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Queue.Unreliable[0] = CreateQueue()
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Queue.Reliable[0] = CreateQueue()
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function Types.ReadEVENT_UpdateTransform(): (number, CFrame)
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-- Read BLOCK: 32 bytes
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local BLOCK_START = Read(32)
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local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
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local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
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local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
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local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
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local Position = Vector3.new(X, Y, Z)
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local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
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local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
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local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
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local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
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return Value1, Value2
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end
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function Types.WriteEVENT_UpdateTransform(Value1: number, Value2: CFrame): ()
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-- Allocate BLOCK: 33 bytes
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local BLOCK_START = Allocate(33)
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buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
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buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
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local Vector = Value2.Position
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buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
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buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
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buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
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local rX, rY, rZ = Value2:ToOrientation()
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buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
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buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
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buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
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end
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function Types.ReadEVENT_SpawnMob(): (number, CFrame, number)
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-- Read BLOCK: 33 bytes
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local BLOCK_START = Read(33)
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local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
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local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
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local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
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local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
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local Position = Vector3.new(X, Y, Z)
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local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
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local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
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local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
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local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
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local Value3 = buffer.readu8(RecieveBuffer, BLOCK_START + 32)
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return Value1, Value2, Value3
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end
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function Types.WriteEVENT_SpawnMob(Value1: number, Value2: CFrame, Value3: number): ()
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-- Allocate BLOCK: 34 bytes
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local BLOCK_START = Allocate(34)
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buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
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buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
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local Vector = Value2.Position
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buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
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buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
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buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
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local rX, rY, rZ = Value2:ToOrientation()
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buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
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buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
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buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
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buffer.writeu8(SendBuffer, BLOCK_START + 33, Value3)
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end
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local function StepReplication()
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if SendCursor <= 0 then
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return
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end
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local Buffer = buffer.create(SendCursor)
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buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
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Reliable:FireServer(Buffer, SendInstances)
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SendSize = 64
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SendCursor = 0
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SendOffset = 0
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SendBuffer = buffer.create(64)
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table.clear(SendInstances)
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end
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local Elapsed = 0
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RunService.Heartbeat:Connect(function(DeltaTime: number)
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Elapsed += DeltaTime
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if Elapsed >= (1 / 61) then
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Elapsed -= (1 / 61)
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StepReplication()
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end
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end)
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Reliable.OnClientEvent:Connect(function(Buffer: buffer, Instances: {Instance})
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RecieveCursor = 0
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RecieveBuffer = Buffer
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RecieveInstances = Instances
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RecieveInstanceCursor = 0
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local Size = buffer.len(RecieveBuffer)
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while (RecieveCursor < Size) do
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-- Read BLOCK: 1 bytes
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local BLOCK_START = Read(1)
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local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
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if Index == 0 then
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Push(Queue.Reliable[0], table.pack(Types.ReadEVENT_SpawnMob()))
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end
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end
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end)
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Unreliable.OnClientEvent:Connect(function(Buffer: buffer, Instances: {Instance})
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RecieveCursor = 0
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RecieveBuffer = Buffer
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RecieveInstances = Instances
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RecieveInstanceCursor = 0
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local Size = buffer.len(RecieveBuffer)
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while (RecieveCursor < Size) do
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-- Read BLOCK: 1 bytes
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local BLOCK_START = Read(1)
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local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
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if Index == 0 then
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Push(Queue.Unreliable[0], table.pack(Types.ReadEVENT_UpdateTransform()))
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end
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end
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end)
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return {
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StepReplication = StepReplication,
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UpdateTransform = {
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Iter = function(): () -> (number, number, CFrame)
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local index = 0
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local queue = Queue.Unreliable[0]
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return function (): (number, number, CFrame)
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index += 1
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local arguments = Pop(queue)
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if arguments ~= nil then
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return index, unpack(arguments, 1, arguments.n)
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end
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return
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end
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end,
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Next = function(): () -> (number, number, CFrame)
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local index = 0
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local queue = Queue.Unreliable[0]
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return function (): (number, number, CFrame)
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index += 1
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local arguments = Pop(queue)
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if arguments ~= nil then
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return index, unpack(arguments, 1, arguments.n)
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end
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return
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end
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end
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},
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SpawnMob = {
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Iter = function(): () -> (number, number, CFrame, number)
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local index = 0
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local queue = Queue.Reliable[0]
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return function (): (number, number, CFrame, number)
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index += 1
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local arguments = Pop(queue)
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if arguments ~= nil then
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return index, unpack(arguments, 1, arguments.n)
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end
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return
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end
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end,
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Next = function(): () -> (number, number, CFrame, number)
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local index = 0
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local queue = Queue.Reliable[0]
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return function (): (number, number, CFrame, number)
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index += 1
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local arguments = Pop(queue)
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if arguments ~= nil then
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return index, unpack(arguments, 1, arguments.n)
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end
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return
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end
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end
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},
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}
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374
demo/net/server.luau
Normal file
374
demo/net/server.luau
Normal file
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@ -0,0 +1,374 @@
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--!strict
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--!native
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--!optimize 2
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--!nolint LocalShadow
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--#selene: allow(shadowing)
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-- File generated by Blink v0.14.1 (https://github.com/1Axen/Blink)
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-- This file is not meant to be edited
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local Players = game:GetService("Players")
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local RunService = game:GetService("RunService")
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if not RunService:IsServer() then
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error("Server network module can only be required from the server.")
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end
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local Reliable: RemoteEvent = ReplicatedStorage:FindFirstChild("BLINK_RELIABLE_REMOTE") :: RemoteEvent
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if not Reliable then
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local RemoteEvent = Instance.new("RemoteEvent")
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RemoteEvent.Name = "BLINK_RELIABLE_REMOTE"
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RemoteEvent.Parent = ReplicatedStorage
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Reliable = RemoteEvent
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end
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local Unreliable: UnreliableRemoteEvent = ReplicatedStorage:FindFirstChild("BLINK_UNRELIABLE_REMOTE") :: UnreliableRemoteEvent
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if not Unreliable then
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local UnreliableRemoteEvent = Instance.new("UnreliableRemoteEvent")
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UnreliableRemoteEvent.Name = "BLINK_UNRELIABLE_REMOTE"
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UnreliableRemoteEvent.Parent = ReplicatedStorage
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Unreliable = UnreliableRemoteEvent
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end
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local Invocations = 0
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local SendSize = 64
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local SendOffset = 0
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local SendCursor = 0
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local SendBuffer = buffer.create(64)
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local SendInstances = {}
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local RecieveCursor = 0
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local RecieveBuffer = buffer.create(64)
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|
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local RecieveInstances = {}
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local RecieveInstanceCursor = 0
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type Entry = {
|
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value: any,
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next: Entry?
|
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}
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|
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type Queue = {
|
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head: Entry?,
|
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tail: Entry?
|
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}
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|
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type BufferSave = {
|
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Size: number,
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Cursor: number,
|
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Buffer: buffer,
|
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Instances: {Instance}
|
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}
|
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|
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local function Read(Bytes: number)
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local Offset = RecieveCursor
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RecieveCursor += Bytes
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return Offset
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end
|
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|
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local function Save(): BufferSave
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return {
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Size = SendSize,
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Cursor = SendCursor,
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Buffer = SendBuffer,
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Instances = SendInstances
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}
|
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end
|
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local function Load(Save: BufferSave?)
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if Save then
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SendSize = Save.Size
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SendCursor = Save.Cursor
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SendOffset = Save.Cursor
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SendBuffer = Save.Buffer
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SendInstances = Save.Instances
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return
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end
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|
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SendSize = 64
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SendCursor = 0
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SendOffset = 0
|
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SendBuffer = buffer.create(64)
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SendInstances = {}
|
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end
|
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|
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local function Invoke()
|
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if Invocations == 255 then
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Invocations = 0
|
||||
end
|
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|
||||
local Invocation = Invocations
|
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Invocations += 1
|
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return Invocation
|
||||
end
|
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|
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local function Allocate(Bytes: number)
|
||||
local InUse = (SendCursor + Bytes)
|
||||
if InUse > SendSize then
|
||||
--> Avoid resizing the buffer for every write
|
||||
while InUse > SendSize do
|
||||
SendSize *= 1.5
|
||||
end
|
||||
|
||||
local Buffer = buffer.create(SendSize)
|
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buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
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SendBuffer = Buffer
|
||||
end
|
||||
|
||||
SendOffset = SendCursor
|
||||
SendCursor += Bytes
|
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|
||||
return SendOffset
|
||||
end
|
||||
|
||||
local function CreateQueue(): Queue
|
||||
return {
|
||||
head = nil,
|
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tail = nil
|
||||
}
|
||||
end
|
||||
|
||||
local function Pop(queue: Queue): any
|
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local head = queue.head
|
||||
if head == nil then
|
||||
return
|
||||
end
|
||||
|
||||
queue.head = head.next
|
||||
return head.value
|
||||
end
|
||||
|
||||
local function Push(queue: Queue, value: any)
|
||||
local entry: Entry = {
|
||||
value = value,
|
||||
next = nil
|
||||
}
|
||||
|
||||
if queue.tail ~= nil then
|
||||
queue.tail.next = entry
|
||||
end
|
||||
|
||||
queue.tail = entry
|
||||
|
||||
if queue.head == nil then
|
||||
queue.head = entry
|
||||
end
|
||||
end
|
||||
|
||||
local Types = {}
|
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local Calls = table.create(256)
|
||||
|
||||
local Events: any = {
|
||||
Reliable = table.create(256),
|
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Unreliable = table.create(256)
|
||||
}
|
||||
|
||||
local Queue: any = {
|
||||
Reliable = table.create(256),
|
||||
Unreliable = table.create(256)
|
||||
}
|
||||
|
||||
|
||||
function Types.ReadEVENT_UpdateTransform(): (number, CFrame)
|
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-- Read BLOCK: 32 bytes
|
||||
local BLOCK_START = Read(32)
|
||||
local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
|
||||
local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
|
||||
local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
|
||||
local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
|
||||
local Position = Vector3.new(X, Y, Z)
|
||||
local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
|
||||
local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
|
||||
local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
|
||||
local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
|
||||
return Value1, Value2
|
||||
end
|
||||
|
||||
function Types.WriteEVENT_UpdateTransform(Value1: number, Value2: CFrame): ()
|
||||
-- Allocate BLOCK: 33 bytes
|
||||
local BLOCK_START = Allocate(33)
|
||||
buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
|
||||
buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
|
||||
local Vector = Value2.Position
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
|
||||
local rX, rY, rZ = Value2:ToOrientation()
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
|
||||
end
|
||||
|
||||
function Types.ReadEVENT_SpawnMob(): (number, CFrame, number)
|
||||
-- Read BLOCK: 33 bytes
|
||||
local BLOCK_START = Read(33)
|
||||
local Value1 = buffer.readf64(RecieveBuffer, BLOCK_START + 0)
|
||||
local X = buffer.readf32(RecieveBuffer, BLOCK_START + 8)
|
||||
local Y = buffer.readf32(RecieveBuffer, BLOCK_START + 12)
|
||||
local Z = buffer.readf32(RecieveBuffer, BLOCK_START + 16)
|
||||
local Position = Vector3.new(X, Y, Z)
|
||||
local rX = buffer.readf32(RecieveBuffer, BLOCK_START + 20)
|
||||
local rY = buffer.readf32(RecieveBuffer, BLOCK_START + 24)
|
||||
local rZ = buffer.readf32(RecieveBuffer, BLOCK_START + 28)
|
||||
local Value2 = CFrame.new(Position) * CFrame.fromOrientation(rX, rY, rZ)
|
||||
local Value3 = buffer.readu8(RecieveBuffer, BLOCK_START + 32)
|
||||
return Value1, Value2, Value3
|
||||
end
|
||||
|
||||
function Types.WriteEVENT_SpawnMob(Value1: number, Value2: CFrame, Value3: number): ()
|
||||
-- Allocate BLOCK: 34 bytes
|
||||
local BLOCK_START = Allocate(34)
|
||||
buffer.writeu8(SendBuffer, BLOCK_START + 0, 0)
|
||||
buffer.writef64(SendBuffer, BLOCK_START + 1, Value1)
|
||||
local Vector = Value2.Position
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 9, Vector.X)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 13, Vector.Y)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 17, Vector.Z)
|
||||
local rX, rY, rZ = Value2:ToOrientation()
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 21, rX)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 25, rY)
|
||||
buffer.writef32(SendBuffer, BLOCK_START + 29, rZ)
|
||||
buffer.writeu8(SendBuffer, BLOCK_START + 33, Value3)
|
||||
end
|
||||
|
||||
|
||||
local PlayersMap: {[Player]: BufferSave} = {}
|
||||
|
||||
Players.PlayerRemoving:Connect(function(Player)
|
||||
PlayersMap[Player] = nil
|
||||
end)
|
||||
|
||||
local function StepReplication()
|
||||
for Player, Send in PlayersMap do
|
||||
if Send.Cursor <= 0 then
|
||||
continue
|
||||
end
|
||||
|
||||
local Buffer = buffer.create(Send.Cursor)
|
||||
buffer.copy(Buffer, 0, Send.Buffer, 0, Send.Cursor)
|
||||
Reliable:FireClient(Player, Buffer, Send.Instances)
|
||||
|
||||
Send.Size = 64
|
||||
Send.Cursor = 0
|
||||
Send.Buffer = buffer.create(64)
|
||||
table.clear(Send.Instances)
|
||||
end
|
||||
end
|
||||
|
||||
RunService.Heartbeat:Connect(StepReplication)
|
||||
|
||||
Reliable.OnServerEvent:Connect(function(Player: Player, Buffer: buffer, Instances: {Instance})
|
||||
RecieveCursor = 0
|
||||
RecieveBuffer = Buffer
|
||||
RecieveInstances = Instances
|
||||
RecieveInstanceCursor = 0
|
||||
local Size = buffer.len(RecieveBuffer)
|
||||
while (RecieveCursor < Size) do
|
||||
-- Read BLOCK: 1 bytes
|
||||
local BLOCK_START = Read(1)
|
||||
local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
|
||||
end
|
||||
end)
|
||||
|
||||
Unreliable.OnServerEvent:Connect(function(Player: Player, Buffer: buffer, Instances: {Instance})
|
||||
RecieveCursor = 0
|
||||
RecieveBuffer = Buffer
|
||||
RecieveInstances = Instances
|
||||
RecieveInstanceCursor = 0
|
||||
local Size = buffer.len(RecieveBuffer)
|
||||
while (RecieveCursor < Size) do
|
||||
-- Read BLOCK: 1 bytes
|
||||
local BLOCK_START = Read(1)
|
||||
local Index = buffer.readu8(RecieveBuffer, BLOCK_START + 0)
|
||||
end
|
||||
end)
|
||||
|
||||
return {
|
||||
StepReplication = StepReplication,
|
||||
|
||||
UpdateTransform = {
|
||||
Fire = function(Player: Player, Value1: number, Value2: CFrame): ()
|
||||
Load()
|
||||
Types.WriteEVENT_UpdateTransform(Value1, Value2)
|
||||
local Buffer = buffer.create(SendCursor)
|
||||
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
|
||||
Unreliable:FireClient(Player, Buffer, SendInstances)
|
||||
end,
|
||||
FireAll = function(Value1: number, Value2: CFrame): ()
|
||||
Load()
|
||||
Types.WriteEVENT_UpdateTransform(Value1, Value2)
|
||||
local Buffer = buffer.create(SendCursor)
|
||||
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
|
||||
Unreliable:FireAllClients(Buffer, SendInstances)
|
||||
end,
|
||||
FireList = function(List: {Player}, Value1: number, Value2: CFrame): ()
|
||||
Load()
|
||||
Types.WriteEVENT_UpdateTransform(Value1, Value2)
|
||||
local Buffer = buffer.create(SendCursor)
|
||||
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
|
||||
for _, Player in List do
|
||||
Unreliable:FireClient(Player, Buffer, SendInstances)
|
||||
end
|
||||
end,
|
||||
FireExcept = function(Except: Player, Value1: number, Value2: CFrame): ()
|
||||
Load()
|
||||
Types.WriteEVENT_UpdateTransform(Value1, Value2)
|
||||
local Buffer = buffer.create(SendCursor)
|
||||
buffer.copy(Buffer, 0, SendBuffer, 0, SendCursor)
|
||||
for _, Player in Players:GetPlayers() do
|
||||
if Player == Except then
|
||||
continue
|
||||
end
|
||||
Unreliable:FireClient(Player, Buffer, SendInstances)
|
||||
end
|
||||
end,
|
||||
},
|
||||
SpawnMob = {
|
||||
Fire = function(Player: Player, Value1: number, Value2: CFrame, Value3: number): ()
|
||||
Load(PlayersMap[Player])
|
||||
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
|
||||
PlayersMap[Player] = Save()
|
||||
end,
|
||||
FireAll = function(Value1: number, Value2: CFrame, Value3: number): ()
|
||||
Load()
|
||||
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
|
||||
local Buffer, Size, Instances = SendBuffer, SendCursor, SendInstances
|
||||
for _, Player in Players:GetPlayers() do
|
||||
Load(PlayersMap[Player])
|
||||
local Position = Allocate(Size)
|
||||
buffer.copy(SendBuffer, Position, Buffer, 0, Size)
|
||||
table.move(Instances, 1, #Instances, #SendInstances + 1, SendInstances)
|
||||
PlayersMap[Player] = Save()
|
||||
end
|
||||
end,
|
||||
FireList = function(List: {Player}, Value1: number, Value2: CFrame, Value3: number): ()
|
||||
Load()
|
||||
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
|
||||
local Buffer, Size, Instances = SendBuffer, SendCursor, SendInstances
|
||||
for _, Player in List do
|
||||
Load(PlayersMap[Player])
|
||||
local Position = Allocate(Size)
|
||||
buffer.copy(SendBuffer, Position, Buffer, 0, Size)
|
||||
table.move(Instances, 1, #Instances, #SendInstances + 1, SendInstances)
|
||||
PlayersMap[Player] = Save()
|
||||
end
|
||||
end,
|
||||
FireExcept = function(Except: Player, Value1: number, Value2: CFrame, Value3: number): ()
|
||||
Load()
|
||||
Types.WriteEVENT_SpawnMob(Value1, Value2, Value3)
|
||||
local Buffer, Size, Instances = SendBuffer, SendCursor, SendInstances
|
||||
for _, Player in Players:GetPlayers() do
|
||||
if Player == Except then
|
||||
continue
|
||||
end
|
||||
Load(PlayersMap[Player])
|
||||
local Position = Allocate(Size)
|
||||
buffer.copy(SendBuffer, Position, Buffer, 0, Size)
|
||||
table.move(Instances, 1, #Instances, #SendInstances + 1, SendInstances)
|
||||
PlayersMap[Player] = Save()
|
||||
end
|
||||
end,
|
||||
},
|
||||
|
||||
}
|
|
@ -7,7 +7,7 @@ local components = {
|
|||
Model = world:component() :: jecs.Entity<Model>,
|
||||
Player = world:component(),
|
||||
Target = world:component(),
|
||||
Transform = world:component(),
|
||||
Transform = world:component() :: jecs.Entity<CFrame>,
|
||||
Velocity = world:component(),
|
||||
}
|
||||
|
||||
|
|
31
demo/src/ReplicatedStorage/std/registry.luau
Normal file
31
demo/src/ReplicatedStorage/std/registry.luau
Normal file
|
@ -0,0 +1,31 @@
|
|||
local reserved = 0
|
||||
|
||||
local function reserve()
|
||||
reserved += 1
|
||||
return reserved
|
||||
end
|
||||
|
||||
-- If you don't like passing around a world singleton
|
||||
-- and you need to register component IDs, just register them.
|
||||
-- I dont use this because I like adding component traits
|
||||
--[[
|
||||
local components = {
|
||||
Model = registry.reserve(),
|
||||
Transform = registry.reserve(),
|
||||
}
|
||||
|
||||
local world = registry.register(jecs.World.new())
|
||||
local e = world:entity()
|
||||
world:set(e, components.Transform, CFrame)
|
||||
]]
|
||||
local function register(world)
|
||||
for _ = 1, reserved do
|
||||
world:component()
|
||||
end
|
||||
return world
|
||||
end
|
||||
|
||||
return {
|
||||
reserve = reserve,
|
||||
register = register,
|
||||
}
|
|
@ -19,7 +19,7 @@ print("client Model", cts.Model)
|
|||
local function mobsMove(dt: number)
|
||||
local players = world:query(Character):with(Player)
|
||||
|
||||
for mob, cf, v in world:query(Transform, Velocity):with(Mob) do
|
||||
for mob, cf, v in world:query(Transform, Velocity):with(Mob):iter() do
|
||||
local p = cf.Position
|
||||
|
||||
local target
|
||||
|
|
|
@ -16,6 +16,10 @@ local conn = {}
|
|||
|
||||
local function players()
|
||||
for _, player in playersAdded do
|
||||
std.world:set(
|
||||
std.world:entity(),
|
||||
std.world:entity())
|
||||
|
||||
local e = ref(player.UserId):set(Player, player)
|
||||
local characterAdd = player.CharacterAdded
|
||||
conn[e.id()] = characterAdd:Connect(function(rig)
|
||||
|
|
|
@ -0,0 +1,6 @@
|
|||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local std = require(ReplicatedStorage.std)
|
||||
|
||||
print(script.Parent:WaitForChild("systems"):GetChildren())
|
||||
local loop = std.Scheduler(unpack(script.Parent:WaitForChild("systems"):GetChildren()))
|
||||
game:GetService("RunService").Heartbeat:Connect(loop)
|
|
@ -0,0 +1,17 @@
|
|||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
|
||||
local std = require(ReplicatedStorage.std)
|
||||
local world = std.world
|
||||
|
||||
local cts = std.components
|
||||
|
||||
local Model = cts.Model
|
||||
local Transform = cts.Transform
|
||||
|
||||
local function move(dt: number)
|
||||
for _, cf, model in world:query(Transform, Model) do
|
||||
model.PrimaryPart.CFrame = cf
|
||||
end
|
||||
end
|
||||
|
||||
return move
|
|
@ -0,0 +1,28 @@
|
|||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local blink = require(ReplicatedStorage.net)
|
||||
local std = require(ReplicatedStorage.std)
|
||||
local ref = std.ref
|
||||
local world = std.world
|
||||
local cts = std.components
|
||||
|
||||
local function syncMobs()
|
||||
for _, id, cf, vel in blink.SpawnMob.Iter() do
|
||||
local part = Instance.new("Part")
|
||||
part.Size = Vector3.one * 5
|
||||
part.BrickColor = BrickColor.Red()
|
||||
part.Anchored = true
|
||||
local model = Instance.new("Model")
|
||||
model.PrimaryPart = part
|
||||
part.Parent = model
|
||||
model.Parent = workspace
|
||||
|
||||
ref("server-"..id)
|
||||
:set(cts.Transform, cf)
|
||||
:set(cts.Velocity, vel)
|
||||
:set(cts.Model, model)
|
||||
:add(cts.Mob)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return syncMobs
|
|
@ -0,0 +1,16 @@
|
|||
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
||||
local blink = require(ReplicatedStorage.net)
|
||||
local std = require(ReplicatedStorage.std)
|
||||
local ref = std.ref
|
||||
local world = std.world
|
||||
|
||||
local cts = std.components
|
||||
|
||||
local function syncTransforms()
|
||||
for _, id, cf in blink.UpdateTransform.Iter() do
|
||||
ref("server-"..id)
|
||||
:set(cts.Transform, cf)
|
||||
end
|
||||
end
|
||||
|
||||
return syncTransforms
|
Loading…
Reference in a new issue