void Awake() { Serializer.Initialize(); clientId = new ClientId(1); simulator = new ClientSimulator(clientId); simulator.RegisterActorFactory <ExampleSceneDesc, ExampleScene>(desc => new ExampleScene()); simulator.RegisterActorFactory <BallDesc, Ball>(desc => new Ball()); simulator.RegisterActorFactory <CubeDesc, Cube>(desc => new Cube()); var sceneDesc = new ExampleSceneDesc(20, 50); scene = simulator.CreateScene <ExampleScene>(sceneDesc); client = new ReliableUdpClient(simulator, new IPEndPoint(IPAddress.Loopback, 9000)); client.Start(); }
public static void Run() { var elapsedTime = 0; var serverSimulator = new ServerSimulator(); RegisterActorFactories(serverSimulator); var serverSceneDesc = new ExampleSceneDesc(50, 50); var serverScene = serverSimulator.CreateScene <ExampleScene>(serverSceneDesc); var server = new ReliableUdpServer(serverSimulator, 9000); server.Start(); var serverNextTime = 0; var serverAddress = new IPEndPoint(IPAddress.Loopback, 9000); var clientId = new ClientId(1); var clientSimulator = new ClientSimulator(clientId); RegisterActorFactories(clientSimulator); var clientSceneDesc = new ExampleSceneDesc(20, 50); var clientScene = clientSimulator.CreateScene <ExampleScene>(clientSceneDesc); var client = new ReliableUdpClient(clientSimulator, serverAddress); var clientNextTime = 60; var clientRunning = false; while (true) { var key = Console.ReadKey(); switch (key.Key) { case ConsoleKey.Spacebar: elapsedTime += 10; logger.Info("Time elapsed {0}ms", elapsedTime); if (serverNextTime <= elapsedTime) { logger.Info("++++ Begin server update at {0}ms", serverNextTime); server.Update(); PrintActorSnapshots(serverScene, serverSimulator.Time); logger.Info("++++ End server update at {0}ms", serverSimulator.Time); serverNextTime += 50; } if (clientNextTime <= elapsedTime) { if (clientNextTime == 60) { client.Start(); logger.Info("Client started at {0}ms", clientNextTime); clientNextTime += 20; } else { logger.Info("---- Begin Client update at {0}ms", clientNextTime); client.Update(); PrintActorSnapshots(clientScene, clientSimulator.Time); clientRunning = true; logger.Info("---- End Client update at {0}ms", clientSimulator.Time); clientNextTime += 20; } } else if (clientRunning) { logger.Info("---- Begin Client interpolate update at {0}ms", clientNextTime); PrintActorSnapshots(clientScene, clientSimulator.Time); logger.Info("---- End Client interpolate update at {0}ms", clientSimulator.Time); } break; case ConsoleKey.Escape: goto End; case ConsoleKey.LeftArrow: if (clientSimulator != null && clientScene.Ball != null) { clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(x: -1)); } break; case ConsoleKey.UpArrow: if (clientSimulator != null && clientScene.Ball != null) { clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(z: 1)); } break; case ConsoleKey.RightArrow: if (clientSimulator != null && clientScene.Ball != null) { clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(x: 1)); } break; case ConsoleKey.DownArrow: if (clientSimulator != null && clientScene.Ball != null) { clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(z: -1)); } break; default: logger.Warn("Unsupported input: {0}", key.Key); break; } } End: server.Stop(); server.Dispose(); client.Stop(); client.Dispose(); }
public void TestExampleScene() { // Server tick freq: 20Hz. Client tick freq: 50Hz. Client latency: 40ms var serverSimulator = new ServerSimulator(); RegisterActorFactories(serverSimulator); var serverSceneDesc = new ExampleSceneDesc(50, 50); var serverScene = serverSimulator.CreateScene <ExampleScene>(serverSceneDesc); var clientId = new ClientId(1); var clientSimulator = new ClientSimulator(clientId); RegisterActorFactories(clientSimulator); var clientSceneDesc = new ExampleSceneDesc(20, 50); var clientScene = clientSimulator.CreateScene <ExampleScene>(clientSceneDesc); // +++ Server: 0. Update #1 sent Server_Simulate(serverSimulator, serverScene, 0, 3, null); var fullSyncFrame0 = serverSimulator.FullSyncFrame; // --- Client: 40 / 0. Update #1 received clientSimulator.ReceiveFullSyncFrame(fullSyncFrame0); Client_Simulate(clientSimulator, clientScene, 0, null); // +++ Server: 50 / 10. Update #2 sent var deltaSyncFrame50 = Server_Simulate(serverSimulator, serverScene, 50, 2, null); // --- Client: 60 / 20. Update #2 Client_Simulate(clientSimulator, clientScene, 20, null); // --- Client: 80 / 40. Updated #3. Move command #1 sent clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(1, 0, 1)); var commandFrame40 = Client_Simulate(clientSimulator, clientScene, 40, 1); // --- Client: 90 / 50. Update #2 received clientSimulator.ReceiveDeltaSyncFrame(deltaSyncFrame50); // +++ Server: 100 / 60. Update #3 sent // --- Client: 100 / 60. Updated #3. Move command #2 sent. var deltaSyncFrame100 = Server_Simulate(serverSimulator, serverScene, 100, 2, null); clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(1, 0, 0.5f)); var commandFrame60 = Client_Simulate(clientSimulator, clientScene, 60, 2); // +++ Server: 120 / 80. Move command #1 received // --- Client: 120 / 80. Updated #4. Move command #3 sent. serverSimulator.ReceiveCommandFrame(commandFrame40); clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(0.5f, 0, 1f)); var commandFrame80 = Client_Simulate(clientSimulator, clientScene, 80, 3); // +++ Server: 140 / 100. Move command #2 received // --- Client: 140 / 100. Update #3 received. Updated #5. Move command #4 sent. serverSimulator.ReceiveCommandFrame(commandFrame60); clientSimulator.ReceiveDeltaSyncFrame(deltaSyncFrame100); clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(1, 0, 1)); var commandFrame100 = Client_Simulate(clientSimulator, clientScene, 100, 4); // +++ Server: 150 / 110. Update #4 sent var deltaSyncFrame150 = Server_Simulate(serverSimulator, serverScene, 150, 2, 2); // +++ Server: 160 / 120. Move command #3 received // --- Client: 160 / 120. Updated #4. Move command #5 sent. serverSimulator.ReceiveCommandFrame(commandFrame80); clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(0.5f, 0, 1f)); var commandFrame120 = Client_Simulate(clientSimulator, clientScene, 120, 5); // +++ Server: 180 / 140. Move command #3 received // --- Client: 180 / 140. Updated #4. Move command #6 sent. serverSimulator.ReceiveCommandFrame(commandFrame100); clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(1, 0, 0.5f)); var commandFrame140 = Client_Simulate(clientSimulator, clientScene, 140, 6); // --- Client: 190 / 150. Update #4 received clientSimulator.ReceiveDeltaSyncFrame(deltaSyncFrame150); // +++ Server: 200 / 160. Move command #4 received. Update // --- Client: 200 / 160. Update #8 serverSimulator.ReceiveCommandFrame(commandFrame120); var deltaSyncFrame200 = Server_Simulate(serverSimulator, serverScene, 200, 2, 5); clientSimulator.ReceiveCommand(clientScene.Ball, new KickBallCommand(1, 0, 1)); var commandFrame160 = Client_Simulate(clientSimulator, clientScene, 160, 7); // +++ Server: 220 / 180. Move command #5 received // --- Client: 220 / 180. Update #9 serverSimulator.ReceiveCommandFrame(commandFrame140); Client_Simulate(clientSimulator, clientScene, 180, null); // +++ Server: 240 / 200. Move command #6 received // --- Client: 240 / 200. Update #4 received. Update #10 serverSimulator.ReceiveCommandFrame(commandFrame160); clientSimulator.ReceiveDeltaSyncFrame(deltaSyncFrame200); Client_Simulate(clientSimulator, clientScene, 200, null); // +++ Server: 250 / 210. Update var deltaSyncFrame250 = Server_Simulate(serverSimulator, serverScene, 250, 2, 7); // --- Client: 260 / 220. Update #11 Client_Simulate(clientSimulator, clientScene, 220, null); // --- Client: 280 / 240. Update #12 Client_Simulate(clientSimulator, clientScene, 240, null); // --- Client: 290 / 250. Update #5 received clientSimulator.ReceiveDeltaSyncFrame(deltaSyncFrame250); // +++ Server: 300 / 260. Update #6 sent // --- Client: 300 / 260. Update #13 var deltaSyncFrame300 = Server_Simulate(serverSimulator, serverScene, 300, 2, null); Client_Simulate(clientSimulator, clientScene, 260, null); // --- Client: 320 / 280. Update #14 Client_Simulate(clientSimulator, clientScene, 280, null); // --- Client: 340 / 300. Update #6 received. Update #15 clientSimulator.ReceiveDeltaSyncFrame(deltaSyncFrame300); Client_Simulate(clientSimulator, clientScene, 300, null); // +++ Server: 350 / 310. Update #7 sent var deltaSyncFrame350 = Server_Simulate(serverSimulator, serverScene, 350, 2, null); // --- Client: 360 / 320. Update #16 Client_Simulate(clientSimulator, clientScene, 320, null); // --- Client: 380 / 340. Update #17 Client_Simulate(clientSimulator, clientScene, 340, null); // --- Client: 390 / 350. Update #7 received clientSimulator.ReceiveDeltaSyncFrame(deltaSyncFrame350); // +++ Server: 400 / 360. Update #8 sent // --- Client: 400 / 360. Update #18 var deltaSyncFrame400 = Server_Simulate(serverSimulator, serverScene, 400, 2, null); Client_Simulate(clientSimulator, clientScene, 360, null); // --- Client: 420 / 380. Update #19 Client_Simulate(clientSimulator, clientScene, 380, null); // --- Client: 440 / 400. Update #8 received. Update #20 clientSimulator.ReceiveDeltaSyncFrame(deltaSyncFrame400); Client_Simulate(clientSimulator, clientScene, 400, null); // +++ Server: 450 / 410. Update #9 sent var deltaSyncFrame450 = Server_Simulate(serverSimulator, serverScene, 450, 2, null); // --- Client: 460 / 420. Update #21 Client_Simulate(clientSimulator, clientScene, 420, null); // --- Client: 480 / 440. Update #22 Client_Simulate(clientSimulator, clientScene, 440, null); // --- Client: 490 / 450. Update #9 received clientSimulator.ReceiveDeltaSyncFrame(deltaSyncFrame450); // +++ Server: 500 / 460. Update #10 sent // --- Client: 500 / 460. Update #23 var deltaSyncFrame500 = Server_Simulate(serverSimulator, serverScene, 500, 2, null); Client_Simulate(clientSimulator, clientScene, 460, null); // --- Client: 520 / 480. Update #24 Client_Simulate(clientSimulator, clientScene, 480, null); // --- Client: 540 / 500. Update #10 received. Update #25 clientSimulator.ReceiveDeltaSyncFrame(deltaSyncFrame500); Client_Simulate(clientSimulator, clientScene, 500, null); }