Example #1
0
        public void AddWorldTest()
        {
            BaseWorld world = null; // TODO: 初始化为适当的值

            OneServer.AddWorld(world);
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #2
0
        public void StartCheckAllAliveTimeTest()
        {
            BaseWorld target = new BaseWorld(); // TODO: 初始化为适当的值

            target.StartCheckAllAliveTime();
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #3
0
        public void FlushAllTest()
        {
            BaseWorld target = new BaseWorld(); // TODO: 初始化为适当的值

            target.FlushAll();
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #4
0
        public void ProcessDisposedTest()
        {
            BaseWorld target = new BaseWorld(); // TODO: 初始化为适当的值

            target.ProcessDisposed();
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #5
0
        public void OnExitTest()
        {
            BaseWorld target = new BaseWorld(); // TODO: 初始化为适当的值

            target.OnExit();
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #6
0
 public void LoadSeasonTextures()
 {
     if (!string.IsNullOrEmpty(SeasonColorTexture))
     {
         Textures = Textures.Select(t => BaseWorld.GetSeasonTexture(TextureManager.GetTexture(Path.Combine("Textures", "Seasons", SeasonColorTexture)), t)).ToArray();
     }
 }
        /// <summary>
        /// 
        /// </summary>
        internal WorldWaitExecute( BaseWorld world )
        {
            if ( world == null )
                throw new Exception( "WorldWaitExecute.WorldWaitExecute(...) - world == null error!" );

            m_World = world;
        }
        public void BaseWorldEventArgsConstructorTest()
        {
            BaseWorld          baseWorld = null; // TODO: 初始化为适当的值
            BaseWorldEventArgs target    = new BaseWorldEventArgs(baseWorld);

            Assert.Inconclusive("TODO: 实现用来验证目标的代码");
        }
        public void WorldInitSuccessTest()
        {
            List <EntityData> entities = new List <EntityData>();

            entities.Add(new EntityData("TestEntityType", "GameUtilities.Entities.BaseEntity,GameUtilities"));
            WorldData data = new WorldData("TEST", "TEST", entities);

            target = new BaseWorld(data);
            obj    = new PrivateObject(target);
            logger = new LoggerUtility("logger");
            obj.SetFieldOrProperty("mLogger", logger);
            Mock <IExecutableContext> contextMock = new Mock <IExecutableContext>();
            Mock <IMessageRouter>     routerMock  = new Mock <IMessageRouter>();
            ConfigManager             config      = new ConfigManager();

            config.Init(".\\TestConfig\\");
            contextMock.Setup(f => f.MessageRouter).Returns(routerMock.Object);
            contextMock.Setup(f => f.ConfigManager).Returns(config);

            target.Init(contextMock.Object);

            Assert.IsTrue(logger.ErrorMessages.Count == 0);
            List <IEntity> entList = (List <IEntity>)obj.GetFieldOrProperty("EntityList");
            Dictionary <string, IEntity> EntityIdDictionary = (Dictionary <string, IEntity>)obj.GetFieldOrProperty("EntityIdDictionary");

            Assert.AreEqual(1, entList.Count);
            Assert.AreEqual(1, EntityIdDictionary.Keys.Count);
        }
Example #10
0
        public void StopThreadPoolTest()
        {
            BaseWorld target = new BaseWorld(); // TODO: 初始化为适当的值

            target.StopThreadPool();
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
        public void WorldWaitExecuteConstructorTest()
        {
            BaseWorld        world  = null; // TODO: 初始化为适当的值
            WorldWaitExecute target = new WorldWaitExecute(world);

            Assert.Inconclusive("TODO: 实现用来验证目标的代码");
        }
Example #12
0
        public void SetWorldSignalTest()
        {
            BaseWorld target = new BaseWorld(); // TODO: 初始化为适当的值

            target.SetWorldSignal();
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
        public void SliceTest()
        {
            BaseWorld        world  = null;                        // TODO: 初始化为适当的值
            WorldWaitExecute target = new WorldWaitExecute(world); // TODO: 初始化为适当的值

            target.Slice();
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #14
0
        public void OnHandleComponentMessageTest()
        {
            BaseWorld        target           = new BaseWorld();        // TODO: 初始化为适当的值
            ComponentMessage componentMessage = new ComponentMessage(); // TODO: 初始化为适当的值

            target.OnHandleComponentMessage(componentMessage);
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #15
0
        public void DisposedNetStatesTest()
        {
            BaseWorld target    = new BaseWorld(); // TODO: 初始化为适当的值
            NetState  netSatate = null;            // TODO: 初始化为适当的值

            target.DisposedNetStates(netSatate);
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #16
0
        public void AddMessagePumpTest()
        {
            BaseWorld   target      = new BaseWorld(); // TODO: 初始化为适当的值
            MessagePump messagePump = null;            // TODO: 初始化为适当的值

            target.AddMessagePump(messagePump);
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #17
0
        public void SavingTest()
        {
            BaseWorld target = new BaseWorld(); // TODO: 初始化为适当的值
            bool      actual;

            actual = target.Saving;
            Assert.Inconclusive("验证此测试方法的正确性。");
        }
Example #18
0
        public void WaitExecuteTest()
        {
            BaseWorld        target = new BaseWorld(); // TODO: 初始化为适当的值
            WorldWaitExecute actual;

            actual = target.WaitExecute;
            Assert.Inconclusive("验证此测试方法的正确性。");
        }
Example #19
0
        public void NetStateManagerTest()
        {
            BaseWorld       target = new BaseWorld(); // TODO: 初始化为适当的值
            NetStateManager actual;

            actual = target.NetStateManager;
            Assert.Inconclusive("验证此测试方法的正确性。");
        }
Example #20
0
        public void SliceUpdateTest()
        {
            BaseWorld target = new BaseWorld(); // TODO: 初始化为适当的值
            SliceUpdate <ISupportSlice> actual;

            actual = target.SliceUpdate;
            Assert.Inconclusive("验证此测试方法的正确性。");
        }
Example #21
0
        public void StartThreadPoolTest()
        {
            BaseWorld target            = new BaseWorld(); // TODO: 初始化为适当的值
            int       maxThreadsAllowed = 0;               // TODO: 初始化为适当的值

            target.StartThreadPool(maxThreadsAllowed);
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #22
0
        public void MessagePumpTest()
        {
            BaseWorld target = new BaseWorld(); // TODO: 初始化为适当的值

            MessagePump[] actual;
            actual = target.MessagePump;
            Assert.Inconclusive("验证此测试方法的正确性。");
        }
        public void BaseWorldTest()
        {
            BaseWorld          baseWorld = null;                              // TODO: 初始化为适当的值
            BaseWorldEventArgs target    = new BaseWorldEventArgs(baseWorld); // TODO: 初始化为适当的值
            BaseWorld          actual;

            actual = target.BaseWorld;
            Assert.Inconclusive("验证此测试方法的正确性。");
        }
Example #24
0
 public CityFoodConsumptionEvent(BaseWorld world,
                                 WorldData worldData, float period) :
     base(world)
 {
     _worldData    = worldData;
     _updatePeriod = period;
     _foodInfos    = new List <ResourceInfo>(_worldData.ResourceInfos.
                                             Where(x => x.ResourceType == ResourceType.Food));
 }
        public void WorldTest()
        {
            BaseWorld        world  = null;                        // TODO: 初始化为适当的值
            WorldWaitExecute target = new WorldWaitExecute(world); // TODO: 初始化为适当的值
            BaseWorld        actual;

            actual = target.World;
            Assert.Inconclusive("验证此测试方法的正确性。");
        }
Example #26
0
        public void BroadcastEventArgsConstructorTest()
        {
            BaseWorld          baseWorld = null;         // TODO: 初始化为适当的值
            string             strText   = string.Empty; // TODO: 初始化为适当的值
            object             state     = null;         // TODO: 初始化为适当的值
            BroadcastEventArgs target    = new BroadcastEventArgs(baseWorld, strText, state);

            Assert.Inconclusive("TODO: 实现用来验证目标的代码");
        }
        public void JoinWaitExecuteQueueTest()
        {
            BaseWorld        world           = null;                        // TODO: 初始化为适当的值
            WorldWaitExecute target          = new WorldWaitExecute(world); // TODO: 初始化为适当的值
            IWaitExecuteInfo waitExecuteInfo = null;                        // TODO: 初始化为适当的值

            target.JoinWaitExecuteQueue(waitExecuteInfo);
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
        private void CreateWorldData(BaseWorld world)
        {
            // create dummy stockpile
            var stockpile = _unitFactory.CreateBuilding(_unitFactory.
                                                        BuildingInfos.First(info => info.Id == "StockpileBlock"));

            stockpile.SetPosition(Vector3.zero);
            world.Stockpile.AddStockpileBlock(stockpile as StockpileBlock);
        }
Example #29
0
        public void SubScribeComponentMessageTest()
        {
            BaseWorld        target           = new BaseWorld();        // TODO: 初始化为适当的值
            ComponentId      componentId      = new ComponentId();      // TODO: 初始化为适当的值
            ComponentMessage componentMessage = new ComponentMessage(); // TODO: 初始化为适当的值

            target.SubScribeComponentMessage(componentId, componentMessage);
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #30
0
        public void BroadcastTest()
        {
            BaseWorld target  = new BaseWorld(); // TODO: 初始化为适当的值
            object    state   = null;            // TODO: 初始化为适当的值
            string    strText = string.Empty;    // TODO: 初始化为适当的值

            target.Broadcast(state, strText);
            Assert.Inconclusive("无法验证不返回值的方法。");
        }
Example #31
0
        private BaseWorld CreateWorld(RelationshipMap relationshipMap)
        {
            var world = new BaseWorld(_worldData.WorldInfo, relationshipMap,
                                      _worldData.Fireplace.position);

            //init unit factory
            _unitFactory.Initialize(world, _worldData);
            return(world);
        }
Example #32
0
 private void GoToSettings()
 {
     nextWorld = new SettingsWorld(bloomPostProcess);
     TransferToNextLevel();
 }
Example #33
0
        private void LoadGame()
        {
            GlobalVariables.LoadGame();

            nextWorld = new DriveSelectorWorld(bloomPostProcess);

            TransferToNextLevel();
        }
Example #34
0
        private void ReturnToMainMenu()
        {
            nextWorld = new MainMenuWorld(bloomPostProcess);

            TransferToNextLevel();
        }
        private void GoToDriveMenu()
        {
            nextWorld = new DriveSelectorWorld(bloomPostProcess);

            GoToNextWorld();
        }
        private void GoToArmoryOrGameplay()
        {
            GlobalVariables.CurrentLevel = announcer.GetSelectedLevel();
            LevelData levelData = LevelData.GetNextLevel();

            //Go to armory
            if (!levelData.IsSelectedLevel())
            {
                nextWorld = new ArmoryWorld(bloomPostProcess);
            }
            else
            {
                //Go to game play
                levelData.LoadSelectedLevelData();

                Dictionary<Type, EnemyData> newViruses = GlobalVariables.GetNewViruses();

                if (newViruses.Count > 0)
                {
                    nextWorld = new VirusNotifierWorld(newViruses, bloomPostProcess);
                }
                else
                {
                    nextWorld = new GameplayWorld(levelData, bloomPostProcess);
                }
            }

            GoToNextWorld();
        }
Example #37
0
 private void ReturnToLevelSelector()
 {
     nextWorld = new LevelSelectorWorld(bloomPostProcess);
 }
Example #38
0
        private void GoToGamePlay()
        {
            Dictionary<Type, EnemyData> newViruses = GlobalVariables.GetNewViruses();

            if (newViruses.Count > 0)
            {
                nextWorld = new VirusNotifierWorld(newViruses, bloomPostProcess);
            }
            else
            {
                nextWorld = new GameplayWorld(LevelData.GetNextLevel(), bloomPostProcess);
            }

            GoToNextWorld();
        }
        private void GoToSurvivalWorld()
        {
            nextWorld = new SurvivalTypeWorld(bloomPostProcess);

            GoToNextWorld();
        }
Example #40
0
 private void ReturnToUpgradeMenu()
 {
     //TODO: go to the upgrade menu
     nextWorld = new ArmoryWorld(bloomPostProcess);
 }
Example #41
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="baseWorld"></param>
        public static void RemoveWorld( BaseWorld world )
        {
            if ( world == null )
                throw new Exception( "OneServer.RemoveWorld(...) - world == null error!" );

            BaseWorld matchWorld = null;

            s_OnlyLockAddRemove.Enter();
            {
                List<BaseWorld> worldList = new List<BaseWorld>();

                foreach ( BaseWorld itemWorld in worldList )
                {
                    if ( itemWorld != world )
                        worldList.Add( itemWorld );
                    else
                        matchWorld = world;
                }

                s_WorldArray = worldList.ToArray();
            }
            s_OnlyLockAddRemove.Exit();

            if ( matchWorld != null && s_bIsInitWorld == true )
            {
                // 停止世界线程
                matchWorld.StopThreadPool();

                // 停止保存数据的时间片
                world.StopSaveTimeSlice();

                // 停止网络客户端在线状态的检查
                world.StopCheckAllAliveTime();

                // 在结束世界之前,保存一次数据
                matchWorld.OnSave();
                matchWorld.OnExit();
            }
        }
Example #42
0
        /// <summary>
        /// 
        /// </summary>
        /// <param name="baseWorld"></param>
        public static void AddWorld( BaseWorld world )
        {
            if ( world == null )
                throw new Exception( "OneServer.AddWorld(...) - world == null error!" );

            s_OnlyLockAddRemove.Enter();
            {
                // 创建新的MessagePump数组,添加数据,交换数组数据,不需要锁定,没有引用时自动会回收数据
                BaseWorld[] tempWorld = new BaseWorld[s_WorldArray.Length + 1];

                for ( int iIndex = 0; iIndex < s_WorldArray.Length; ++iIndex )
                    tempWorld[iIndex] = s_WorldArray[iIndex];
                tempWorld[s_WorldArray.Length] = world;

                s_WorldArray = tempWorld;
            }
            s_OnlyLockAddRemove.Exit();

            // 是否已经初始化过World了
            if ( s_bIsInitWorld == true )
            {
                // 创建World运行世界的线程
                if ( s_ConfigServer.IsChangeWorldThreadCount == true )
                    world.StartThreadPool( s_ConfigServer.WorldThreadCount );
                else
                    world.StartThreadPool( OneServer.ProcessorCount * 2 + 2 );

                // 在开始运行世界之前,初始化一次BaseWorld
                world.OnInitOnce();

                // 启动BaseWorld保存数据的时间片
                world.StartSaveTimeSlice();

                // 初始化网络客户端在线状态的检查
                world.StartCheckAllAliveTime();
            }
        }
Example #43
0
        /// <summary>
        /// 开始运行主服务架构程序
        /// </summary>
        /// <param name="args"></param>
        /// <param name="baseWorld"></param>
        /// <returns></returns>
        public static bool RunServer( string[] args, BaseWorld world )
        {
            if ( world == null )
                throw new Exception( "OneServer.RunServer(...) - world == null error!" );

            AddWorld( world );
            return InsideRunServer( args == null ? new string[0] : args );
        }
Example #44
0
 private void GoToDriveSelector()
 {
     nextWorld = new DriveSelectorWorld(bloomPostProcess);
     TransferToNextLevel();
 }
Example #45
0
        private void GoToAreaSelector()
        {
            nextWorld = new LevelSelectorWorld(bloomPostProcess);

            GoToNextWorld();
        }
Example #46
0
 private void GoToCredits()
 {
     nextWorld = new CreditsWorld(bloomPostProcess);
     TransferToNextLevel();
 }
 private void ReturnToArmoryConsole()
 {
     nextWorld = new SurvivalArmoryWorld(bloomPostProcess);
 }
Example #48
0
        private void GameWin()
        {
            GlobalVariables.PlayerScore += GlobalVariables.LevelScore;
            GlobalVariables.CurrentLevel += 1;
            GlobalVariables.ClearedLevels += 1;

            if (GlobalVariables.CurrentLevel <= LevelData.MAX_LEVEL_DRIVE_NUMBER)
            {
                GlobalVariables.LockedLevels[(GlobalVariables.CurrentDrive - 1) * LevelData.MAX_LEVEL_DRIVE_NUMBER +
                    GlobalVariables.CurrentLevel - 1] = false;

                LevelData tempLevelData = LevelData.GetNextLevel();

                if (!tempLevelData.IsSelectedLevel())
                {
                    nextWorld = new ArmoryWorld(bloomPostProcess);
                }
                else
                {
                    //Go to game play
                    tempLevelData.LoadSelectedLevelData();

                    Dictionary<Type, EnemyData> newViruses = GlobalVariables.GetNewViruses();

                    if (newViruses.Count > 0)
                    {
                        nextWorld = new VirusNotifierWorld(newViruses, bloomPostProcess);
                    }
                    else
                    {
                        nextWorld = new GameplayWorld(tempLevelData, bloomPostProcess);
                    }
                }
                GoToNextWorld();
            }
            else
            {
                GlobalVariables.CurrentLevel = LevelData.MAX_LEVEL_DRIVE_NUMBER;

                if (GlobalVariables.IsDemoVersion)
                {
                    nextWorld = new DemoWorld(bloomPostProcess);
                }
                else
                {
                    nextWorld = new EndStoryWorld(bloomPostProcess);
                }

                GoToNextWorld();
            }
        }
 private void ReturnToMainMenu()
 {
     nextWorld = new MainMenuWorld(bloomPostProcess);
 }
        private void GoToSurvivalGamePlay()
        {
            nextWorld = new SurvivalGameplayWorld(LevelData.GetSurvivalLevel(), bloomPostProcess);

            GoToNextWorld();
        }
        private void GoToMainMenu()
        {
            nextWorld = new MainMenuWorld(bloomPostProcess);

            GoToNextWorld();
        }
        private void GoToStoryWorld()
        {
            GlobalVariables.SurvivalMode = -1;

            GlobalVariables.CurrentDrive = announcer.GetSelectedDrive();
            DriveData.SetDriveBackdrop(GlobalVariables.CurrentDrive);

            GlobalVariables.CurrentLevel = GlobalVariables.GetLargestLevel(GlobalVariables.CurrentDrive);

            //Go to Level Selector
            nextWorld = new StoryWorld(bloomPostProcess);

            GoToNextWorld();
        }
        private void GoToSurvivalVirusWorld()
        {
            Dictionary<Type, EnemyData> viruses = new Dictionary<Type, EnemyData>();
            Dictionary<Type, int> temp = GlobalVariables.AllEnemyTypes;

            foreach (KeyValuePair<Type, int> item in temp)
            {
                viruses.Add(item.Key, GlobalVariables.Data.Enemies[item.Value]);
            }

            nextWorld = new SurvivalVirusDatabaseWorld(viruses, bloomPostProcess);

            GoToNextWorld();
        }
        private void GoToAchievementWorld()
        {
            nextWorld = new AchievementWorld(bloomPostProcess);

            GoToNextWorld();
        }
Example #55
0
        private void ReturnToDriveConsole()
        {
            nextWorld = new DriveSelectorWorld(bloomPostProcess);

            GoToNextWorld();
        }
 private void RetryLevel()
 {
     nextWorld = new SurvivalGameplayWorld(levelData, bloomPostProcess);
 }
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            v = graphics.GraphicsDevice.Viewport;
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (firstTry)
            {
                currentWorld = worldList[0];
                currentWorld.initWorld();
                firstTry = false;
            }
            else
            {
                checkMovement();
            }

            base.Update(gameTime);
        }