using FishNet.Serializing;
using GameKit.Utilities;
namespace FishNet.Managing.Timing
{
public struct PreciseTick
{
///
/// The current tick.
///
public uint Tick;
///
/// Percentage into the next tick.
///
public double Percent;
public PreciseTick(uint tick, double percent)
{
Tick = tick;
Percent = percent;
}
///
/// Prints PreciseTick information as a string.
///
///
public override string ToString() => $"Tick {Tick}, Percent {Percent.ToString("000")}";
}
public static class PreciseTickSerializer
{
public static void WritePreciseTick(this Writer writer, PreciseTick value)
{
writer.WriteTickUnpacked(value.Tick);
/* No reason percent should exist beyond these values, but better to be safe.
* There is also no double clamp in Unity so... */
double percent = Maths.ClampDouble(value.Percent, 0d, 1f);
byte percentByte = (byte)(percent * 100);
writer.WriteByte(percentByte);
}
public static PreciseTick ReadPreciseTick(this Reader reader)
{
uint tick = reader.ReadTickUnpacked();
byte percentByte = reader.ReadByte();
double percent = Maths.ClampDouble((percentByte / 100f), 0d, 1d);
return new PreciseTick(tick, percent);
}
}
}