This commit is contained in:
Pascal Serrarens 2025-01-14 09:10:55 +01:00
parent 97afb3b730
commit e562e2433c
6 changed files with 501 additions and 0 deletions

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Messages/ClientMsg.cs Normal file
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namespace Passer.Control.Core {
public class ClientMsg : IMessage {
public const byte Id = 0xA0;
public const byte length = 2;
public byte networkId;
public ClientMsg(byte networkId) {
this.networkId = networkId;
}
public ClientMsg(byte[] buffer) {
this.networkId = buffer[1];
}
public override byte Serialize(ref byte[] buffer) {
byte ix = 0;
buffer[ix++] = ClientMsg.Id;
buffer[ix++] = networkId;
return ClientMsg.length;
}
}
}

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Messages/CustomMsg.cs Normal file
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namespace Passer.Control.Core {
public class CustomMsg : IMessage {
public const byte Id = 0xB1;
public byte networkId;
public byte thingId;
public byte[] bytes;
public CustomMsg(byte[] buffer) {
byte ix = 1;
this.networkId = buffer[ix++];
this.thingId = buffer[ix++];
byte length = (byte)(buffer.Length - ix);
this.bytes = new byte[length];
for (uint bytesIx = 0; bytesIx < length; bytesIx++)
this.bytes[bytesIx] = buffer[ix++];
}
public CustomMsg(byte networkId, byte thingId, byte[] bytes) : base() {
this.networkId = networkId;
this.thingId = thingId;
this.bytes = bytes;
}
public override byte Serialize(ref byte[] buffer) {
byte ix = 0;
buffer[ix++] = CustomMsg.Id;
buffer[ix++] = this.networkId;
buffer[ix++] = this.thingId;
//buffer[ix++] = (byte)bytes.Length;
foreach (byte b in bytes)
buffer[ix++] = b;
return ix;
}
//public static async Task<bool> Receive(Stream dataStream, Participant client, byte packetSize) {
// byte[] buffer = await Receive(dataStream, packetSize);
// CustomMsg msg = new(buffer);
// client.messageQueue.Enqueue(msg);
// return true;
//}
}
}

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using Passer.LinearAlgebra;
namespace Passer.Control.Core
{
public class LowLevelMessages
{
public static void SendSpherical(byte[] buffer, ref byte ix, Spherical v)
{
SendFloat16(buffer, ref ix, new float16(v.distance));
SendAngle8(buffer, ref ix, v.direction.horizontal);
SendAngle8(buffer, ref ix, v.direction.horizontal);
}
public static Spherical ReceiveSpherical(byte[] data, ref byte ix)
{
float distance = ReceiveFloat16(data, ref ix);
float horizontal = ReceiveAngle8(data, ref ix);
float vertical = ReceiveAngle8(data, ref ix);
Spherical v = new(distance, horizontal, vertical);
return v;
}
public static void SendQuat32(byte[] buffer, ref byte ix, SwingTwist s)
{
Quat32 q32 = Quat32.FromSwingTwist(s);
SendQuat32(buffer, ref ix, q32);
}
public static void SendQuat32(byte[] buffer, ref byte ix, Quat32 q)
{
int qx = (int)(q.x * 127 + 128);
int qy = (int)(q.y * 127 + 128);
int qz = (int)(q.z * 127 + 128);
int qw = (int)(q.w * 255);
if (q.w < 0)
{
qx = -qx;
qy = -qy;
qz = -qz;
qw = -qw;
}
buffer[ix++] = (byte)qx;
buffer[ix++] = (byte)qy;
buffer[ix++] = (byte)qz;
buffer[ix++] = (byte)qw;
}
public static Quat32 ReceiveQuat32(byte[] data, ref byte ix)
{
Quat32 q = new(
(data[ix++] - 128.0F) / 127.0F,
(data[ix++] - 128.0F) / 127.0F,
(data[ix++] - 128.0F) / 127.0F,
data[ix++] / 255.0F);
return q;
}
public static SwingTwist ReceiveSwingTwist(byte[] data, ref byte ix)
{
Quat32 q32 = ReceiveQuat32(data, ref ix);
// UnityEngine.Quaternion q = new(q32.x, q32.y, q32.z, q32.w);
// SwingTwist r = new(q.eulerAngles.y, q.eulerAngles.x, q.eulerAngles.z);
SwingTwist r = SwingTwist.FromQuat32(q32);
return r;
}
public static void SendAngle8(byte[] buffer, ref byte ix, float angle)
{
// Normalize angle
while (angle >= 180)
angle -= 360;
while (angle < -180)
angle += 360;
buffer[ix++] = (byte)((angle / 360.0f) * 256.0f);
}
public static float ReceiveAngle8(byte[] data, ref byte ix)
{
float value = (data[ix++] * 180) / 128.0F;
return value;
}
public static void SendFloat16(byte[] data, ref byte ix, float f)
{
float16 f16 = new(f);
ushort binary = f16.GetBinary();
data[ix++] = (byte)(binary >> 8);
data[ix++] = (byte)(binary & 255);
}
public static void SendFloat16(byte[] data, ref byte ix, float16 f)
{
ushort binary = f.GetBinary();
data[ix++] = (byte)(binary >> 8);
data[ix++] = (byte)(binary & 255);
}
public static float ReceiveFloat16(byte[] data, ref byte ix)
{
ushort value = (ushort)(data[ix++] << 8 | data[ix++]);
float16 f16 = new();
f16.SetBinary(value);
float f = f16.toFloat();
return f;
}
}
}

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Messages/Messages.cs Normal file
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using System.IO;
using System.Threading.Tasks;
using Passer.LinearAlgebra;
namespace Passer.Control.Core {
public class IMessage {
public IMessage() { }
public IMessage(byte[] buffer) {
Deserialize(buffer);
}
public virtual byte Serialize(ref byte[] buffer) { return 0; }
public virtual void Deserialize(byte[] buffer) { }
public bool SendTo(Participant client) {
Serialize(ref client.buffer);
return client.SendBuffer(client.buffer.Length);
}
public static bool SendMsg(Participant client, IMessage msg) {
msg.Serialize(ref client.buffer);
return client.SendBuffer(client.buffer.Length);
}
public static bool PublishMsg(Participant client, IMessage msg) {
msg.Serialize(ref client.buffer);
return client.PublishBuffer(client.buffer.Length);
}
public static async Task<byte[]> Receive(Stream dataStream, byte packetSize) {
byte[] buffer = new byte[packetSize - 1]; // without msgId
int byteCount = dataStream.Read(buffer, 0, packetSize - 1);
while (byteCount < packetSize - 1) {
// not all bytes have been read, wait and try again
await Task.Delay(1);
byteCount += dataStream.Read(buffer, byteCount, packetSize - 1 - byteCount);
}
return buffer;
}
}
#region Investigate
public class InvestigateMsg : IMessage {
public const byte Id = 0x81;
public const byte length = 3;
public byte networkId;
public byte thingId;
public InvestigateMsg(byte networkId, byte thingId) {
this.networkId = networkId;
this.thingId = thingId;
}
public InvestigateMsg(byte[] buffer) : base(buffer) { }
public override byte Serialize(ref byte[] buffer) {
byte ix = 0;
buffer[ix++] = InvestigateMsg.Id;
buffer[ix++] = this.networkId;
buffer[ix++] = this.thingId;
return ix;
}
public override void Deserialize(byte[] buffer) {
uint ix = 0;
this.networkId = buffer[ix++];
this.thingId = buffer[ix++];
}
//public static bool Send(Participant client, CoreThing thing) {
// InvestigateMsg msg = new(thing.networkId, thing.id);
// return SendMsg(client, msg);
//}
public static async Task<bool> Receive(Stream dataStream, Participant client, byte packetSize) {
if (packetSize != length)
return false;
byte[] buffer = await Receive(dataStream, packetSize);
InvestigateMsg msg = new(buffer);
//UnityEngine.Debug.Log($"Receive investigate [{msg.networkId}/{msg.thingId}]");
client.messageQueue.Enqueue(msg);
return true;
}
}
#endregion Investigate
#region Pose
public class PoseMsg : IMessage {
public const byte Id = 0x10;
public const byte length = 4 + 4 + 4;
public byte networkId;
public byte thingId;
public byte poseType;
public const byte Pose_Position = 0x01;
public const byte Pose_Orientation = 0x02;
public const byte Pose_LinearVelocity = 0x04;
public const byte Pose_AngularVelocity = 0x08;
public Spherical position;
public SwingTwist orientation;
public Spherical linearVelocity;
public Spherical angularVelocity;
public PoseMsg(byte networkId, byte thingId, Spherical position, SwingTwist orientation) {
this.networkId = networkId;
this.thingId = thingId;
this.position = position;
this.orientation = orientation;
this.poseType = 0;
if (this.position != null)
this.poseType |= Pose_Position;
else
this.position = new Spherical(0, 0, 0);
if (this.orientation != null)
this.poseType |= Pose_Orientation;
else
this.orientation = SwingTwist.zero;
}
public PoseMsg(byte[] buffer) : base(buffer) { }
public override byte Serialize(ref byte[] buffer) {
byte ix = 0;
buffer[ix++] = PoseMsg.Id;
buffer[ix++] = this.networkId;
buffer[ix++] = this.thingId;
buffer[ix++] = this.poseType;
if ((poseType & Pose_Position) != 0)
LowLevelMessages.SendSpherical(buffer, ref ix, this.position);
if ((poseType & Pose_Orientation) != 0)
LowLevelMessages.SendQuat32(buffer, ref ix, this.orientation);
if ((poseType & Pose_LinearVelocity) != 0)
LowLevelMessages.SendSpherical(buffer, ref ix, this.linearVelocity);
if ((poseType & Pose_AngularVelocity) != 0)
LowLevelMessages.SendSpherical(buffer, ref ix, this.angularVelocity);
return ix;
}
public override void Deserialize(byte[] buffer) {
byte ix = 0;
this.networkId = buffer[ix++];
this.thingId = buffer[ix++];
this.poseType = buffer[ix++];
if ((poseType & Pose_Position) != 0)
this.position = LowLevelMessages.ReceiveSpherical(buffer, ref ix);
if ((poseType & Pose_Orientation) != 0)
this.orientation = LowLevelMessages.ReceiveSwingTwist(buffer, ref ix);
if ((poseType & Pose_LinearVelocity) != 0)
this.linearVelocity = LowLevelMessages.ReceiveSpherical(buffer, ref ix);
if ((poseType & Pose_AngularVelocity) != 0)
this.angularVelocity = LowLevelMessages.ReceiveSpherical(buffer, ref ix);
}
public static bool Send(Participant client, byte thingId, Spherical position, SwingTwist orientation) {
PoseMsg msg = new(client.networkId, thingId, position, orientation);
return SendMsg(client, msg);
}
public static async Task<bool> Receive(Stream dataStream, Participant client, byte packetSize) {
byte[] buffer = await Receive(dataStream, packetSize);
PoseMsg msg = new(buffer);
// Do no process poses with nwid == 0 (== local)
if (msg.networkId == 0)
return true;
client.messageQueue.Enqueue(msg);
return true;
}
public static bool SendTo(Participant participant, Thing thing) {
if (participant == null || thing == null)
return false;
byte ix = 0;
participant.buffer[ix++] = PoseMsg.Id;
participant.buffer[ix++] = participant.networkId;
participant.buffer[ix++] = thing.id;
participant.buffer[ix++] = thing.poseUpdated;
if ((thing.poseUpdated & Pose_Position) != 0 && thing.position != null)
LowLevelMessages.SendSpherical(participant.buffer, ref ix, thing.position);
if ((thing.poseUpdated & Pose_Orientation) != 0 && thing.orientation != null)
LowLevelMessages.SendQuat32(participant.buffer, ref ix, thing.orientation);
if ((thing.poseUpdated & Pose_LinearVelocity) != 0 && thing.linearVelocity != null)
LowLevelMessages.SendSpherical(participant.buffer, ref ix, thing.linearVelocity);
if ((thing.poseUpdated & Pose_AngularVelocity) != 0 && thing.angularVelocity != null)
LowLevelMessages.SendSpherical(participant.buffer, ref ix, thing.angularVelocity);
return participant.SendBuffer(ix);
}
}
#endregion Pose
#region Text
public class TextMsg : IMessage {
public const byte Id = 0xB0;
public string text;
public TextMsg(byte[] buffer) : base(buffer) { }
public override void Deserialize(byte[] buffer) {
uint ix = 0;
uint strlen = buffer[ix++];
this.text = System.Text.Encoding.UTF8.GetString(buffer, (int)ix, (int)strlen);
}
public static async Task<bool> Receive(Stream dataStream, Participant client, byte packetSize) {
byte[] buffer = await Receive(dataStream, packetSize);
TextMsg msg = new(buffer);
client.messageQueue.Enqueue(msg);
return true;
}
}
#endregion
#region Destroy
public class DestroyMsg : IMessage {
public const byte Id = 0x20;
public const byte length = 3;
public byte networkId;
public byte thingId;
public DestroyMsg(byte[] buffer) : base(buffer) { }
public override void Deserialize(byte[] buffer) {
this.networkId = buffer[0];
this.thingId = buffer[1];
}
public static async Task<bool> Receive(Stream dataStream, Participant client, byte packetSize) {
if (packetSize != length)
return false;
byte[] buffer = await Receive(dataStream, packetSize);
DestroyMsg msg = new(buffer);
client.messageQueue.Enqueue(msg);
return true;
}
}
#endregion Destroy
}

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Messages/NameMsg.cs Normal file
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#nullable enable
namespace Passer.Control.Core {
public class NameMsg : IMessage {
public const byte Id = 0x91; // 145
public const byte length = 4;
public byte networkId;
public byte thingId;
public byte len;
public string? name = null;
public NameMsg(byte networkId, Thing thing) {
this.networkId = networkId;
this.thingId = thing.id;
this.name = thing.name;
}
public NameMsg(byte networkId, byte thingId, string name) {
this.networkId = networkId;
this.thingId = thingId;
this.name = name;
}
public NameMsg(byte[] buffer) {
byte ix = 1;
this.networkId = buffer[ix++];
this.thingId = buffer[ix++];
int strlen = buffer[ix++];
this.name = System.Text.Encoding.UTF8.GetString(buffer, (int)ix, strlen);
}
public override byte Serialize(ref byte[] buffer) {
if (this.name == null)
return 0;
byte ix = 0;
buffer[ix++] = NameMsg.Id;
buffer[ix++] = this.networkId;
buffer[ix++] = this.thingId;
int nameLength = this.name.Length;
buffer[ix++] = (byte)nameLength;
for (int nameIx = 0; nameIx < nameLength; nameIx++)
buffer[ix++] = (byte)this.name[nameIx];
return ix;
}
}
}

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Messages/NetworkIdMsg.cs Normal file
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namespace Passer.Control.Core {
public class NetworkIdMsg : IMessage {
public const byte Id = 0xA1;
public const byte length = 2;
public byte networkId;
public NetworkIdMsg(byte networkId) {
this.networkId = networkId;
}
public NetworkIdMsg(byte[] buffer) {
this.networkId = buffer[1];
}
public override byte Serialize(ref byte[] buffer) {
buffer[0] = NetworkIdMsg.Id;
buffer[1] = this.networkId;
return NetworkIdMsg.length;
}
}
}