public SquintProtocolXML() { ProtocolMetaData = new ProtocolMetaDataDefinition(); Structures = new StructuresDefinition(); Components = new ComponentsDefinition(); DVHConstraints = new DVHConstraintListDefinition(); ConformityIndexConstraints = new ConformityIndexConstraintListDefinition(); }
public MainGame() { this.InactiveSleepTime = TimeSpan.Zero; this.IsMouseVisible = true; this.graphicsDeviceManager = new GraphicsDeviceManager(this); this.graphicsDeviceManager.GraphicsProfile = GraphicsProfile.HiDef; this.renderSystem = new RenderSystem(this.graphicsDeviceManager); this.Content.RootDirectory = "Assets"; ComponentsDefinition componentsDefinition = new ComponentsDefinition(); componentsDefinition.RegisterComponentType <SpatialComponent>(); componentsDefinition.RegisterComponentType <PhysicsComponent>(); componentsDefinition.RegisterComponentType <ColorComponent>(); this.hasServer = !Environment.GetCommandLineArgs().Any((arg) => arg.Equals("-ns", StringComparison.OrdinalIgnoreCase)); if (this.hasServer) { this.networkServer = new NetworkServer("1", MainGame.maxClients, 4000, 19876); this.gameServer = new GameServer <CommandData>(this.networkServer.ClientNetworkConnections, 20, 30, componentsDefinition, new IServerSystem[] { new ClientCommandSystem(), new SpinnerSystem(), new PhysicsSystem() }, this.updateCommandingEntityID); // Make some dummy entities that we'll remove to have a gap in entity IDs this.gameServer.EntityArray.TryCreateEntity(out Entity dummy1); this.gameServer.EntityArray.TryCreateEntity(out Entity dummy2); // Add some stuff to the world for (int x = -1; x <= 1; x++) { for (int z = -1; z <= 1; z++) { this.gameServer.EntityArray.TryCreateEntity(out Entity entity); entity.AddComponent <SpatialComponent>().Position = new Vector3(x * 5, 0, z * 5); if (entity.ID == 11) { entity.AddComponent <ColorComponent>().Color = new Color(1.0f, 0.5f, 0.5f); } else if (entity.ID == 12) { entity.AddComponent <ColorComponent>().Color = new Color(0.0f, 1.0f, 0.5f); } } } // Remove those dummy entities to have a gap in entity IDs this.gameServer.EntityArray.RemoveEntity(dummy1); this.gameServer.EntityArray.RemoveEntity(dummy2); this.gameServer.EntityArray.EndUpdate(); } this.networkClient = new NetworkClient("1", 4000); this.gameClient = new GameClient <CommandData>(this.networkClient, 20, 30, componentsDefinition, new IClientSystem[] { new ClientCommandSystem(), new PhysicsSystem(), this.renderSystem }); }
public MainForm() { this.InitializeComponent(); this.clientServerNetworkConnection = new TestNetworkConnection() { SimulatedLatency = 10, SimulatedJitter = 0, SimulatedPacketLoss = 0, }; ComponentsDefinition componentsDefinition = new ComponentsDefinition(); componentsDefinition.RegisterComponentType <PositionComponent>(); componentsDefinition.RegisterComponentType <SpinComponent>(); this.gameClient = new GameClient <TestCommandData>(this.clientServerNetworkConnection, 10, 5, componentsDefinition, new IClientSystem[] { new MovementSystem() }); this.gameServer = new GameServer <TestCommandData>(new[] { this.clientServerNetworkConnection }, 10, 5, componentsDefinition, new IServerSystem[] { new SpinSystem(), new MovementSystem() }, this.updateCommandingEntityID); { this.gameServer.EntityArray.TryCreateEntity(out Entity entity1); this.gameServer.EntityArray.TryCreateEntity(out Entity entity2); entity2.AddComponent <PositionComponent>().Position = new Vector3(0, 0, 0); entity2.AddComponent <SpinComponent>(); this.gameServer.EntityArray.TryCreateEntity(out Entity entity3); this.gameServer.EntityArray.TryCreateEntity(out Entity entity4); this.gameServer.EntityArray.RemoveEntity(entity1); this.gameServer.EntityArray.RemoveEntity(entity3); entity4.AddComponent <PositionComponent>().Position = new Vector3(99, 99, 0); } this.clientServerNetworkConnection.GameClient = this.gameClient; this.clientServerNetworkConnection.GameServer = this.gameServer; this.clientGroupBox.Tag = ClientServerContext.Client; this.serverGroupBox.Tag = ClientServerContext.Server; this.clientPacketTimelineDisplay.NetworkConnection = this.clientServerNetworkConnection; this.clientPacketTimelineDisplay.ClientServerContext = ClientServerContext.Client; }