using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Reflection; namespace OpenRa.Game { class SyncAttribute : Attribute { } static class Sync { public static int CalculateSyncHash( object obj ) { int hash = 0; // TODO: start with a more interesting initial value. // TODO: cache the Syncable fields; maybe use DynamicMethod to make this fast? // FIXME: does GetFields even give fields in a well-defined order? const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance; foreach( var field in obj.GetType().GetFields( bf ).Where( x => x.GetCustomAttributes( typeof( SyncAttribute ), true ).Length != 0 ) ) { if( field.FieldType == typeof( int ) ) hash ^= (int)field.GetValue( obj ); else if( field.FieldType == typeof( Actor ) ) { var a = (Actor)field.GetValue( obj ); if( a != null ) hash ^= (int)( a.ActorID << 16 ); } else if( field.FieldType == typeof( TypeDictionary ) ) { foreach( var o in (TypeDictionary)field.GetValue( obj ) ) hash += CalculateSyncHash( o ); } else if( field.FieldType == typeof( bool ) ) hash ^= (bool)field.GetValue( obj ) ? 0xaaa : 0x555; else if( field.FieldType == typeof( int2 ) ) { var i2 = (int2)field.GetValue( obj ); hash ^= ( ( i2.X * 5 ) ^ ( i2.Y * 3 ) ) / 4; } else if( field.FieldType == typeof( Player ) ) { var p = (Player)field.GetValue( obj ); if( p != null ) hash ^= p.Index * 0x567; } else throw new NotImplementedException( "SyncAttribute on unhashable field" ); } return hash; } } }