public NetworkSystems(IMessageSender messageSender,
                              IConnectionlessMessageSender connectionlessMessageSender,
                              MessagePool messagePool,
                              IConnectionManager connectionManager,
                              TransportGroupRouter groupRouter,
                              MessageRouter defaultMessageRouter,
                              ReplicatedObjectStore objectStore,
                              IReadOnlyDictionary <Type, MessageType> messageTypes,
                              IReadOnlyDictionary <Type, MessageType> objectMessageTypes,
                              Replicator replicator,
                              ObjectMessageParser objectMessageParser)
        {
            _messageSender = messageSender;
            _messagePool   = messagePool;
            _connectionlessMessageSender = connectionlessMessageSender;
            _connectionManager           = connectionManager;
            _groupRouter          = groupRouter;
            _defaultMessageRouter = defaultMessageRouter;
            _objectStore          = objectStore;
            _objectMessageParser  = objectMessageParser;
            _objectMessageTypes   = objectMessageTypes;
            _messageTypes         = messageTypes;

            _replicator = replicator;
        }
Beispiel #2
0
 public static Func <ReplicatedObject, ObjectMessageSender> CreateFactory(
     IMessageSender sender,
     TransportGroupRouter groupRouter,
     TransportGroupId group,
     IBasicObjectPool <MulticastNetworkMessage> networkMessages)
 {
     return(@object => new ObjectMessageSender(sender, groupRouter, group, networkMessages, @object));
 }
        public static NetworkSystems Create(
            IConnectionTransporter transporter,
            IConnectionlessTransporter connectionlessTransporter,
            TransportRouterConfig groupRouterConfig,
            IDictionary <ObjectType, GameObject> replicationPrefabs,
            IMessageSender messageSender,
            IConnectionManager connectionManager)
        {
            ILatencyInfo latencyInfo         = transporter;
            var          networkMessageTypes = MessageExtensions.GenerateNetworkIds(MessageExtensions.GetNetworkMessageTypes());
            var          objectMessageTypes  = MessageExtensions.GenerateNetworkIds(MessageExtensions.GetObjectMessageTypes());

            var connectionlessMessageSender = new ConnectionlessMessageSender(connectionlessTransporter);

            var messagePool        = new MessagePool(MessageExtensions.CreateMessagePools(networkMessageTypes));
            var objectMessagePools = MessageExtensions.CreateMessagePools(objectMessageTypes);

            var groupRouter = new TransportGroupRouter(transporter, groupRouterConfig);

            Func <ObjectMessageRouter> objectMessageDispatcherFactory =
                () => new ObjectMessageRouter(latencyInfo, objectMessageTypes);
            var networkMessagePool = new BasicObjectPool <ReplicatedObjectStore.ObjectMessageSender.MulticastNetworkMessage>(
                pool => new ReplicatedObjectStore.ObjectMessageSender.MulticastNetworkMessage(pool, networkMessageTypes[typeof(BasicMessage.ToObject)]));
            var objectMessageSenderFactory = ReplicatedObjectStore.ObjectMessageSender.CreateFactory(
                messageSender,
                groupRouter,
                new TransportGroupId(2),
                networkMessagePool);

            var objectDependencies = new List <object> {
                latencyInfo
            };

            foreach (var pool in objectMessagePools)
            {
                objectDependencies.Add(pool.Value);
            }
            var replicationDecorator = ReplicatedObjectStore.GameObjectReplicationDecorator(objectMessageDispatcherFactory,
                                                                                            objectMessageSenderFactory,
                                                                                            objectDependencies,
                                                                                            objectMessageTypes);
            var replicatedObjectPools = replicationPrefabs
                                        .Select(kvPair => new KeyValuePair <ObjectType, Func <GameObject> >(kvPair.Key, kvPair.Value.ToFactory()))
                                        .ToDictionary(kvPair => kvPair.Key, kvPair => kvPair.Value);
            int replicatedObjectCapacity = 256;
            var objectMessageParser      = new ObjectMessageParser(objectMessageTypes);
            var replicatedObjectStore    = new ReplicatedObjectStore(objectMessageParser, replicatedObjectPools,
                                                                     replicationDecorator, replicatedObjectCapacity);

            return(new NetworkSystems(
                       messageSender,
                       connectionlessMessageSender,
                       messagePool,
                       connectionManager,
                       groupRouter,
                       replicatedObjectStore,
                       networkMessageTypes));
        }
Beispiel #4
0
 public ObjectMessageSender(IMessageSender sender,
                            TransportGroupRouter groupRouter,
                            TransportGroupId group,
                            IBasicObjectPool <MulticastNetworkMessage> networkMessages,
                            ReplicatedObject o)
 {
     _sender          = sender;
     _object          = o;
     _groupRouter     = groupRouter;
     _group           = group;
     _networkMessages = networkMessages;
 }
 public NetworkSystems(IMessageSender messageSender,
                       IConnectionlessMessageSender connectionlessMessageSender,
                       MessagePool messagePool,
                       IConnectionManager connectionManager, TransportGroupRouter groupRouter,
                       ReplicatedObjectStore objectStore, IDictionary <Type, MessageType> messageTypes)
 {
     _messageSender = messageSender;
     _messagePool   = messagePool;
     _connectionlessMessageSender = connectionlessMessageSender;
     _connectionManager           = connectionManager;
     _groupRouter  = groupRouter;
     _objectStore  = objectStore;
     _messageTypes = messageTypes;
 }
        public static NetworkSystems Create(
            IConnectionTransporter transporter,
            IConnectionlessTransporter connectionlessTransporter,
            TransportRouterConfig groupRouterConfig,
            TransportGroupId objectGroupId,
            IReadOnlyDictionary <ObjectType, Func <GameObject> > replicatedObjectPools,
            IMessageSender messageSender,
            IConnectionManager connectionManager,
            ILatencyInfo latencyInfo,
            DependencyContainer globalDependencies)
        {
            var connectionlessMessageSender = new ConnectionlessMessageSender(connectionlessTransporter);

            var messagePools        = MessageTypes.CreateMessagePool(MessageTypes.NetworkMessageTypes);
            var objectMessagePools  = MessageTypes.CreateMessagePool(MessageTypes.ObjectMessageTypes);
            var objectMessageParser = new ObjectMessageParser(MessageTypes.ObjectMessageTypes);

            var dependencies = globalDependencies.Copy();

            dependencies.AddDependency("latencyInfo", latencyInfo);
            foreach (var pool in messagePools.Pools)
            {
                dependencies.AddDependency(pool.ToString(), pool);
            }
            foreach (var pool in objectMessagePools.Pools)
            {
                dependencies.AddDependency(pool.ToString(), pool);
            }

            var groupRouter = new TransportGroupRouter(transporter, groupRouterConfig);

            Func <GameObject, ObjectMessageRouter> objectMessageDispatcherFactory =
                gameObject => new ObjectMessageRouter(MessageTypes.ObjectMessageTypes, gameObject);
            var networkMessagePool = new BasicObjectPool <ReplicatedObjectStore.ObjectMessageSender.MulticastNetworkMessage>(
                pool => new ReplicatedObjectStore.ObjectMessageSender.MulticastNetworkMessage(pool, MessageTypes.NetworkMessageTypes[typeof(BasicMessage.ToObject)]));
            var objectMessageSenderFactory = ReplicatedObjectStore.ObjectMessageSender.CreateFactory(
                messageSender,
                groupRouter,
                objectGroupId,
                networkMessagePool);

            var replicationDecorator = ReplicatedObjectStore.GameObjectReplicationDecorator(objectMessageDispatcherFactory,
                                                                                            objectMessageSenderFactory,
                                                                                            dependencies,
                                                                                            MessageTypes.ObjectMessageTypes);
            int replicatedObjectCapacity = 256;
            var replicatedObjectStore    = new ReplicatedObjectStore(replicatedObjectPools,
                                                                     replicationDecorator, replicatedObjectCapacity);

            var replicator = new Replicator(replicatedObjectStore,
                                            groupRouter.GetConnectionGroup(objectGroupId),
                                            new NetworkReplicator(messageSender, messagePools),
                                            objectMessageParser);

            var defaultMessageRouter = new MessageRouter(MessageTypes.NetworkMessageTypes, latencyInfo);

            groupRouter.SetDataHandler(groupRouterConfig.DefaultGroup, defaultMessageRouter);

            return(new NetworkSystems(
                       messageSender,
                       connectionlessMessageSender,
                       messagePools,
                       connectionManager,
                       groupRouter,
                       defaultMessageRouter,
                       replicatedObjectStore,
                       MessageTypes.NetworkMessageTypes,
                       MessageTypes.ObjectMessageTypes,
                       replicator,
                       objectMessageParser));
        }