public NetworkShadowWorld(IEventEngine <INetworkEventContext> networkEventEngine)
 {
     _networkEventEngine  = networkEventEngine;
     _messagesRecieved    = new Queue <MxMessageEventArgs>();
     _clientsConnected    = new Queue <MxClientEventArgs>();
     _clientsDisconnected = new Queue <MxClientEventArgs>();
 }
        /// <summary>
        /// Handles physics events raised by the physics event engine.
        /// </summary>
        /// <param name="context">The physics event context, which doesn't contain any information.</param>
        /// <param name="eventEngine">The event engine for physics events.</param>
        /// <param name="event">The physics event that is being handled.</param>
        /// <returns>Whether the physics event was consumed by this event binder.</returns>
        public bool Handle(IPhysicsEventContext context, IEventEngine <IPhysicsEventContext> eventEngine, Event @event)
        {
            var physicsCollisionBeginEvent = @event as PhysicsCollisionBeginEvent;
            var physicsCollisionEndEvent   = @event as PhysicsCollisionEndEvent;

            if (physicsCollisionBeginEvent == null && physicsCollisionEndEvent == null)
            {
                // Do not consume the event unless we're going to process it.
                return(false);
            }

            IEventListener <IPhysicsEventContext>[] involvedEntities;

            if (physicsCollisionBeginEvent != null)
            {
                involvedEntities = new[]
                {
                    physicsCollisionBeginEvent.Owner1 as IEventListener <IPhysicsEventContext>,
                    physicsCollisionBeginEvent.Owner2 as IEventListener <IPhysicsEventContext>,
                };
            }
            else
            {
                involvedEntities = new[]
                {
                    physicsCollisionEndEvent.Owner1 as IEventListener <IPhysicsEventContext>,
                    physicsCollisionEndEvent.Owner2 as IEventListener <IPhysicsEventContext>,
                };
            }

            // Dispatch the event to the involved entities.
            involvedEntities[0]?.Handle(context, eventEngine, @event);
            involvedEntities[1]?.Handle(context, eventEngine, @event);
            return(true);
        }
Exemple #3
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        /// <summary>
        /// Handles an incoming event and attempts to dispatch it to all known UI elements.
        /// </summary>
        /// <param name="context">
        /// The current game context.
        /// </param>
        /// <param name="eventEngine">
        /// The event engine that fired the event.
        /// </param>
        /// <param name="event">
        /// The event that was fired.
        /// </param>
        /// <returns>
        /// Whether the event was handled by this listener.
        /// </returns>
        public bool Handle(IGameContext context, IEventEngine <IGameContext> eventEngine, Event @event)
        {
            var worldHasCanvases = context.World as IHasCanvases;

            if (worldHasCanvases != null)
            {
                foreach (var kv in worldHasCanvases.Canvases)
                {
                    if (kv.Key.HandleEvent(this.m_Skin, kv.Value, context, @event))
                    {
                        return(true);
                    }
                }
            }

            foreach (var kv in context.World.GetEntitiesForWorld(context.Hierarchy).OfType <IHasCanvases>().SelectMany(x => x.Canvases))
            {
                if (kv.Key.HandleEvent(this.m_Skin, kv.Value, context, @event))
                {
                    return(true);
                }
            }

            return(false);
        }
 public NetworkShadowWorld(IEventEngine<INetworkEventContext> networkEventEngine)
 {
     _networkEventEngine = networkEventEngine;
     _messagesRecieved = new Queue<MxMessageEventArgs>();
     _clientsConnected = new Queue<MxClientEventArgs>();
     _clientsDisconnected = new Queue<MxClientEventArgs>();
 }
        public PhysicsShadowWorld(
            IEventEngine <IPhysicsEventContext> physicsEventEngine,
            IHierarchy hierarchy,
            IDebugRenderer debugRenderer,
            IConsoleHandle consoleHandle)
        {
            _physicsEventEngine = physicsEventEngine;
            _hierarchy          = hierarchy;
            _debugRenderer      = debugRenderer;
            _consoleHandle      = consoleHandle;

            var collisionSystem = new CollisionSystemPersistentSAP
            {
                EnableSpeculativeContacts = true
            };

            _physicsWorld = new JitterWorld(collisionSystem);
            _physicsWorld.ContactSettings.MaterialCoefficientMixing =
                ContactSettings.MaterialCoefficientMixingType.TakeMinimum;

            _physicsWorld.Gravity = new JVector(0, -10f, 0);

            _rigidBodyMappings = new List <RigidBodyMapping>();

            _lastFramePosition = new Dictionary <int, Vector3>();
            _lastFrameRotation = new Dictionary <int, Quaternion>();
            _transformCache    = new Dictionary <int, WeakReference <IHasTransform> >();

            _physicsWorld.Events.BodiesBeginCollide += EventsOnBodiesBeginCollide;
            _physicsWorld.Events.BodiesEndCollide   += EventsOnBodiesEndCollide;
        }
Exemple #6
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 public QueryResolver(ISeriesEngine seriesEngine, IMissionEngine missionEngine, ILogEngine logEngine, IEventEngine eventEngine)
 {
     _seriesEngine  = seriesEngine;
     _missionEngine = missionEngine;
     _logEngine     = logEngine;
     _eventEngine   = eventEngine;
 }
Exemple #7
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        public bool Handle(IGameContext context, IEventEngine <IGameContext> eventEngine, Event @event)
        {
            if (_loadedGame.State == LoadedGameState.Paused ||
                _loadedGame.State == LoadedGameState.Playing)
            {
                _loadedGame.Playing = !_loadedGame.Playing;
            }

            return(true);
        }
Exemple #8
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        public bool Handle(IGameContext context, IEventEngine <IGameContext> eventEngine, Event @event)
        {
            // TODO FIX

            /*if (_loadedGame.State == LoadedGameState.Paused ||
             *  _loadedGame.State == LoadedGameState.Playing)
             * {
             *  _loadedGame.Playing = !_loadedGame.Playing;
             * }*/

            return(true);
        }
Exemple #9
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        public bool Handle(INetworkEventContext context, IEventEngine <INetworkEventContext> eventEngine, Event @event)
        {
            foreach (var child in _node.Children.Select(x => x.UntypedValue).OfType <IEventListener <INetworkEventContext> >())
            {
                if (child.Handle(context, eventEngine, @event))
                {
                    return(true);
                }
            }

            return(false);
        }
        public PerPixelCollisionShadowWorld(
            IHierarchy hierarchy,
            IEventEngine <IPerPixelCollisionEventContext> perPixelCollisionEventEngine,
            IDebugRenderer debugRenderer)
        {
            _hierarchy = hierarchy;
            _perPixelCollisionEventEngine = perPixelCollisionEventEngine;
            _debugRenderer = debugRenderer;
            _components    = new HashSet <WeakReference <IPerPixelCollisionComponent> >();

            _waitForChanges = false;
            _pendingChanges = new List <Action>();
        }
Exemple #11
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        /// <summary>
        /// Handles events from an event engine.  This implementation propagates events through the
        /// component hierarchy to components that implement <see cref="IEventfulComponent"/>.
        /// </summary>
        /// <param name="context">The current game context.</param>
        /// <param name="eventEngine">The event engine from which the event was fired.</param>
        /// <param name="event">The event that is to be handled.</param>
        /// <returns>Whether or not the event was consumed.</returns>
        public virtual bool Handle(IGameContext context, IEventEngine <IGameContext> eventEngine, Event @event)
        {
            if (EnabledInterfaces.Contains(typeof(IEventfulComponent)))
            {
                var state = new EventState
                {
                    Consumed = false
                };
                _handleEvent.Invoke(context, eventEngine, @event, state);
                return(state.Consumed);
            }

            return(false);
        }
Exemple #12
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        public bool Handle(IGameContext context, IEventEngine <IGameContext> eventEngine, Event @event)
        {
            if (EnabledInterfaces.Contains(typeof(IEventListener <IGameContext>)))
            {
                foreach (var child in _node.Children.Select(x => x.UntypedValue).OfType <IEventListener <IGameContext> >())
                {
                    if (child.Handle(context, eventEngine, @event))
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
Exemple #13
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        /// <summary>
        /// Handles per-pixel collision events from the per-pixel collision engine.
        /// </summary>
        /// <param name="context">The current game context.</param>
        /// <param name="eventEngine">The event engine from which the event was fired.</param>
        /// <param name="event">The per-pixel collision event that is to be handled.</param>
        /// <returns>Whether or not the event was consumed.</returns>
        public virtual bool Handle(IPerPixelCollisionEventContext context, IEventEngine <IPerPixelCollisionEventContext> eventEngine, Event @event)
        {
            if (_hasPerPixelCollidableComponentDescendants)
            {
                var perPixelCollisionEvent = @event as PerPixelCollisionEvent;
                if (perPixelCollisionEvent != null)
                {
                    PerPixelCollision(
                        perPixelCollisionEvent.GameContext,
                        perPixelCollisionEvent.ServerContext,
                        perPixelCollisionEvent.UpdateContext,
                        perPixelCollisionEvent.Object1,
                        perPixelCollisionEvent.Object2);
                }
            }

            return(false);
        }
Exemple #14
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        /// <summary>
        /// Handles physics events raised by the physics event engine.
        /// </summary>
        /// <param name="context">The physics event context, which doesn't contain any information.</param>
        /// <param name="eventEngine">The event engine for physics events.</param>
        /// <param name="event">The physics event that is being handled.</param>
        /// <returns>Whether the physics event was consumed by this event binder.</returns>
        public bool Handle(IPerPixelCollisionEventContext context, IEventEngine <IPerPixelCollisionEventContext> eventEngine, Event @event)
        {
            var perPixelEvent = @event as PerPixelCollisionEvent;

            if (perPixelEvent == null)
            {
                // Do not consume the event unless we're going to process it.
                return(false);
            }

            var involvedEntities = new[]
            {
                perPixelEvent.Object1 as IEventListener <IPerPixelCollisionEventContext>,
                perPixelEvent.Object2 as IEventListener <IPerPixelCollisionEventContext>,
            };

            // Dispatch the event to the involved entities.
            involvedEntities[0]?.Handle(context, eventEngine, @event);
            involvedEntities[1]?.Handle(context, eventEngine, @event);
            return(true);
        }
Exemple #15
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        /// <summary>
        /// Handles network events from an event engine.  This implementation propagates events through the
        /// component hierarchy to components that implement <see cref="INetworkedComponent"/>.
        /// </summary>
        /// <param name="context">The current game context.</param>
        /// <param name="eventEngine">The event engine from which the event was fired.</param>
        /// <param name="event">The network event that is to be handled.</param>
        /// <returns>Whether or not the event was consumed.</returns>
        public virtual bool Handle(INetworkEventContext context, IEventEngine <INetworkEventContext> eventEngine, Event @event)
        {
            var networkEvent = @event as NetworkMessageReceivedEvent;

            if (networkEvent == null)
            {
                return(false);
            }

            var state = new EventState
            {
                Consumed = false
            };

            if (networkEvent.GameContext != null)
            {
                _handleMessageRecievedClient.Invoke(
                    networkEvent.GameContext,
                    networkEvent.UpdateContext,
                    networkEvent.Dispatcher,
                    networkEvent.Client,
                    networkEvent.Payload,
                    networkEvent.ProtocolID,
                    state);
            }

            if (networkEvent.ServerContext != null && !state.Consumed)
            {
                _handleMessageRecievedServer.Invoke(
                    networkEvent.ServerContext,
                    networkEvent.UpdateContext,
                    networkEvent.Dispatcher,
                    networkEvent.Client,
                    networkEvent.Payload,
                    networkEvent.ProtocolID,
                    state);
            }

            return(state.Consumed);
        }
Exemple #16
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        /// <summary>
        /// Handles the event as appropriate for the in-game console.
        /// </summary>
        /// <param name="gameContext">
        /// The current game context.
        /// </param>
        /// <param name="eventEngine">
        /// The current event engine.
        /// </param>
        /// <param name="event">
        /// The event that is being handled.
        /// </param>
        /// <returns>
        /// The <see cref="bool"/>.
        /// </returns>
        public bool Handle(IGameContext gameContext, IEventEngine <IGameContext> eventEngine, Event @event)
        {
            // The console never handles non-keyboard events.
            if (!(@event is KeyboardEvent))
            {
                return(false);
            }

            // If the console is open, consume all keyboard events.
            var keyPressEvent = @event as KeyPressEvent;

            if (_console.State == ConsoleState.Open || _console.State == ConsoleState.FullOpen)
            {
                if (keyPressEvent != null && keyPressEvent.Key == Keys.OemTilde)
                {
                    _console.Toggle();
                }

                return(true);
            }

            // We have a keyboard event, and the console isn't open.
            // If we aren't handling a key press, then let the event pass through.
            if (!(@event is KeyPressEvent))
            {
                return(false);
            }

            // We have a key press; if it's the tilde then we open the console
            // and consume the event.
            if (keyPressEvent.Key == Keys.OemTilde)
            {
                _console.Toggle();
                return(true);
            }

            // Let the event pass through.
            return(false);
        }
Exemple #17
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        /// <summary>
        /// Handles physics events from an event engine.  This implementation propagates events through the
        /// component hierarchy to components that implement <see cref="ICollidableComponent"/>.
        /// </summary>
        /// <param name="context">The current game context.</param>
        /// <param name="eventEngine">The event engine from which the event was fired.</param>
        /// <param name="event">The physics event that is to be handled.</param>
        /// <returns>Whether or not the event was consumed.</returns>
        public virtual bool Handle(IPhysicsEventContext context, IEventEngine <IPhysicsEventContext> eventEngine, Event @event)
        {
            if (_hasCollidableComponentDescendants)
            {
                var physicsCollisionBeginEvent = @event as PhysicsCollisionBeginEvent;
                var physicsCollisionEndEvent   = @event as PhysicsCollisionEndEvent;
                if (physicsCollisionBeginEvent == null && physicsCollisionEndEvent == null)
                {
                    return(false);
                }

                if (physicsCollisionBeginEvent != null)
                {
                    CollisionBegin(
                        physicsCollisionBeginEvent.GameContext,
                        physicsCollisionBeginEvent.ServerContext,
                        physicsCollisionBeginEvent.UpdateContext,
                        physicsCollisionBeginEvent.Owner1,
                        physicsCollisionBeginEvent.Owner2,
                        physicsCollisionBeginEvent.Body1,
                        physicsCollisionBeginEvent.Body2);
                }

                if (physicsCollisionEndEvent != null)
                {
                    CollisionEnd(
                        physicsCollisionEndEvent.GameContext,
                        physicsCollisionEndEvent.ServerContext,
                        physicsCollisionEndEvent.UpdateContext,
                        physicsCollisionEndEvent.Owner1,
                        physicsCollisionEndEvent.Owner2,
                        physicsCollisionEndEvent.Body1,
                        physicsCollisionEndEvent.Body2);
                }
            }

            return(false);
        }
Exemple #18
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        /// <summary>
        /// The handle.
        /// </summary>
        /// <param name="context">
        /// The context.
        /// </param>
        /// <param name="eventEngine">
        /// The event engine.
        /// </param>
        /// <param name="event">
        /// The event.
        /// </param>
        /// <returns>
        /// The <see cref="bool"/>.
        /// </returns>
        public bool Handle(TContext context, IEventEngine <TContext> eventEngine, Event @event)
        {
            if (!this.m_Configured)
            {
                this.Configure();
                this.m_Configured = true;
            }

            if (!this.Filter(context, @event))
            {
                return(false);
            }

            foreach (var binding in this.m_Bindings)
            {
                if (binding(context, eventEngine, @event))
                {
                    return(true);
                }
            }

            return(false);
        }
        public bool Handle(ComponentizedEntity componentizedEntity, IGameContext gameContext,
            IEventEngine<IGameContext> eventEngine, Event @event)
        {
            if (!Enabled)
            {
                return false;
            }

            var gamepadEvent = @event as GamePadEvent;
            var keyHeldEvent = @event as KeyHeldEvent;
            var mouseEvent = @event as MouseEvent;

            if (gamepadEvent != null)
            {
                _firstPersonCameraComponent.Yaw -= gamepadEvent.GamePadState.ThumbSticks.Right.X*
                                                   ThumbstickLookSensitivity;
                _firstPersonCameraComponent.Pitch += gamepadEvent.GamePadState.ThumbSticks.Right.Y*
                                                     ThumbstickLookSensitivity;

                var limit = MathHelper.PiOver2 - MathHelper.ToRadians(5);
                _firstPersonCameraComponent.Pitch = MathHelper.Clamp(_firstPersonCameraComponent.Pitch, -limit, limit);

                var lookAt = _firstPersonCameraComponent.Transform.LocalMatrix;
                var relativeMovementVector = new Vector3(
                    gamepadEvent.GamePadState.ThumbSticks.Left.X*ThumbstickMoveSensitivity,
                    0f,
                    -gamepadEvent.GamePadState.ThumbSticks.Left.Y*ThumbstickMoveSensitivity);
                var absoluteMovementVector = Vector3.Transform(relativeMovementVector, lookAt);

                componentizedEntity.Transform.LocalPosition += absoluteMovementVector;

                return true;
            }

            if (mouseEvent != null)
            {
                var centerX = gameContext.Window.ClientBounds.Width/2;
                var centerY = gameContext.Window.ClientBounds.Height/2;

                _firstPersonCameraComponent.Yaw += (centerX - mouseEvent.MouseState.X)/1000f;
                _firstPersonCameraComponent.Pitch += (centerY - mouseEvent.MouseState.Y)/1000f;

                var limit = MathHelper.PiOver2 - MathHelper.ToRadians(5);
                _firstPersonCameraComponent.Pitch = MathHelper.Clamp(_firstPersonCameraComponent.Pitch, -limit, limit);

                Mouse.SetPosition(centerX, centerY);

                return true;
            }

            if (keyHeldEvent != null)
            {
                var didConsume = false;
                var moveX = 0;
                var moveZ = 0;

                if (keyHeldEvent.Key == Keys.A)
                {
                    moveX = -1;
                    didConsume = true;
                }
                if (keyHeldEvent.Key == Keys.D)
                {
                    moveX = 1;
                    didConsume = true;
                }
                if (keyHeldEvent.Key == Keys.W)
                {
                    moveZ = 1;
                    didConsume = true;
                }
                if (keyHeldEvent.Key == Keys.S)
                {
                    moveZ = -1;
                    didConsume = true;
                }
                var lookAt = _firstPersonCameraComponent.Transform.LocalMatrix;
                var relativeMovementVector = new Vector3(
                    moveX*ThumbstickMoveSensitivity,
                    0f,
                    -moveZ*ThumbstickMoveSensitivity);
                var absoluteMovementVector = Vector3.Transform(relativeMovementVector, lookAt);

                componentizedEntity.Transform.LocalPosition += absoluteMovementVector;

                return didConsume;
            }

            return false;
        }
Exemple #20
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 /// <summary>
 /// Internally handles propagating events to <see cref="IEventfulComponent"/>.  We need to structure
 /// it like this because if a component consumes an event, no other component should then be able to
 /// handle it.
 /// </summary>
 /// <param name="component">The component being processed.</param>
 /// <param name="gameContext">The current game context.</param>
 /// <param name="eventEngine">The event engine from which the event was fired.</param>
 /// <param name="event">The event that is to be handled.</param>
 /// <param name="eventState">Whether the event has been consumed yet.</param>
 private void EventCallback(IEventfulComponent component, IGameContext gameContext, IEventEngine <IGameContext> eventEngine, Event @event, EventState eventState)
 {
     if (!eventState.Consumed)
     {
         eventState.Consumed = component.Handle(this, gameContext, eventEngine, @event);
     }
 }
Exemple #21
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        public bool Handle(ComponentizedEntity componentizedEntity, IGameContext gameContext,
                           IEventEngine <IGameContext> eventEngine, Event @event)
        {
            if (!Enabled)
            {
                return(false);
            }

            var gamepadEvent = @event as GamePadEvent;
            var keyHeldEvent = @event as KeyHeldEvent;
            var mouseEvent   = @event as MouseEvent;

            if (gamepadEvent != null)
            {
                _firstPersonCameraComponent.Yaw -= gamepadEvent.GamePadState.ThumbSticks.Right.X *
                                                   ThumbstickLookSensitivity;
                _firstPersonCameraComponent.Pitch += gamepadEvent.GamePadState.ThumbSticks.Right.Y *
                                                     ThumbstickLookSensitivity;

                var limit = MathHelper.PiOver2 - MathHelper.ToRadians(5);
                _firstPersonCameraComponent.Pitch = MathHelper.Clamp(_firstPersonCameraComponent.Pitch, -limit, limit);

                var lookAt = _firstPersonCameraComponent.Transform.LocalMatrix;
                var relativeMovementVector = new Vector3(
                    gamepadEvent.GamePadState.ThumbSticks.Left.X * ThumbstickMoveSensitivity * MovementSpeed,
                    0f,
                    -gamepadEvent.GamePadState.ThumbSticks.Left.Y * ThumbstickMoveSensitivity * MovementSpeed);

                var absoluteMovementVector =
                    _firstPersonCameraComponent.ComputeWorldSpaceVectorFromLocalSpace(relativeMovementVector);

                _firstPersonControllerPhysicsComponent.TargetVelocity = absoluteMovementVector;
                _didSetVelocityLastFrame = true;

                return(true);
            }

            if (mouseEvent != null && MouseLock)
            {
                var centerX = gameContext.Window.ClientBounds.Width / 2;
                var centerY = gameContext.Window.ClientBounds.Height / 2;

                _firstPersonCameraComponent.Yaw   += (centerX - mouseEvent.MouseState.X) / 1000f;
                _firstPersonCameraComponent.Pitch += (centerY - mouseEvent.MouseState.Y) / 1000f;

                var limit = MathHelper.PiOver2 - MathHelper.ToRadians(5);
                _firstPersonCameraComponent.Pitch = MathHelper.Clamp(_firstPersonCameraComponent.Pitch, -limit, limit);

                Mouse.SetPosition(centerX, centerY);

                return(true);
            }

            if (keyHeldEvent != null)
            {
                var didConsume = false;
                var moveX      = 0;
                var moveZ      = 0;

                if (keyHeldEvent.Key == Keys.A)
                {
                    _cumulativeMoveX -= 1;
                    didConsume        = true;
                }
                if (keyHeldEvent.Key == Keys.D)
                {
                    _cumulativeMoveX += 1;
                    didConsume        = true;
                }
                if (keyHeldEvent.Key == Keys.W)
                {
                    _cumulativeMoveZ += 1;
                    didConsume        = true;
                }
                if (keyHeldEvent.Key == Keys.S)
                {
                    _cumulativeMoveZ -= 1;
                    didConsume        = true;
                }

                var relativeMovementVector = new Vector3(
                    _cumulativeMoveX * ThumbstickMoveSensitivity * MovementSpeed,
                    0f,
                    -_cumulativeMoveZ * ThumbstickMoveSensitivity * MovementSpeed);
                var absoluteMovementVector =
                    _firstPersonCameraComponent.ComputeWorldSpaceVectorFromLocalSpace(relativeMovementVector);

                _firstPersonControllerPhysicsComponent.TargetVelocity = absoluteMovementVector;
                _didSetVelocityLastFrame = true;

                return(didConsume);
            }

            return(false);
        }
Exemple #22
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        public bool Handle(INetworkEventContext context, IEventEngine <INetworkEventContext> eventEngine, Event @event)
        {
            var networkReceiveEvent = @event as NetworkMessageReceivedEvent;

            if (networkReceiveEvent == null)
            {
                return(false);
            }

            var @object = _networkMessageSerialization.Deserialize(networkReceiveEvent.Payload);

            if (networkReceiveEvent.GameContext != null)
            {
                // Messages which are only allowed to be handled by the client.

                var createEntityMessage = @object as EntityCreateMessage;
                if (createEntityMessage != null)
                {
                    if (_networkEngine.FindObjectByNetworkId(createEntityMessage.EntityID) != null)
                    {
                        // This entity was already created on the client, so we ignore it.
                        return(true);
                    }

                    // Spawn an entity in the world...
                    var world         = networkReceiveEvent.GameContext.World;
                    var spawnedEntity = _kernel.Get(
                        Type.GetType(createEntityMessage.EntityType),
                        _hierarchy.Lookup(world)) as IEntity;

                    _networkEngine.RegisterObjectAsNetworkId(
                        createEntityMessage.EntityID,
                        spawnedEntity);

                    if (spawnedEntity != null)
                    {
                        spawnedEntity.Transform.Assign(createEntityMessage.InitialTransform.DeserializeFromNetwork());
                    }

                    var networkIdentifiableEntity = spawnedEntity as INetworkIdentifiable;
                    if (networkIdentifiableEntity != null)
                    {
                        networkIdentifiableEntity.ReceiveNetworkIDFromServer(
                            networkReceiveEvent.GameContext,
                            networkReceiveEvent.UpdateContext,
                            createEntityMessage.EntityID,
                            createEntityMessage.FrameTick);
                    }

                    // Send any pending property messages?
                    var networkEventListener = spawnedEntity as IEventListener <INetworkEventContext>;
                    if (networkEventListener != null)
                    {
                        if (_pendingEntityPropertyMessages.ContainsKey(createEntityMessage.EntityID))
                        {
                            foreach (var propertyMessage in _pendingEntityPropertyMessages[createEntityMessage.EntityID]
                                     .Where(x => x.Item1 > createEntityMessage.MessageOrder).OrderBy(x => x.Item1))
                            {
                                networkEventListener.Handle(context, eventEngine, propertyMessage.Item2);
                            }

                            _pendingEntityPropertyMessages.Remove(createEntityMessage.EntityID);
                        }
                    }

                    return(true);
                }

                var entityPropertiesMessage = @object as EntityPropertiesMessage;
                if (entityPropertiesMessage != null)
                {
                    var targetObject = _networkEngine.FindObjectByNetworkId(entityPropertiesMessage.EntityID);
                    if (targetObject != null)
                    {
                        // The object willingly didn't accept the message.
                    }
                    else
                    {
                        if (!_pendingEntityPropertyMessages.ContainsKey(entityPropertiesMessage.EntityID))
                        {
                            _pendingEntityPropertyMessages[entityPropertiesMessage.EntityID] = new List <Tuple <int, Event> >();
                        }

                        _pendingEntityPropertyMessages[entityPropertiesMessage.EntityID].Add(new Tuple <int, Event>(entityPropertiesMessage.MessageOrder, networkReceiveEvent));
                    }
                }
            }

            return(false);
        }
Exemple #23
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        public bool Handle(INetworkEventContext context, IEventEngine <INetworkEventContext> eventEngine, Event @event)
        {
            var networkEvent = @event as NetworkEvent;

            if (networkEvent == null)
            {
                return(false);
            }

            var networkMessageReceivedEvent    = @event as NetworkMessageReceivedEvent;
            var networkClientConnectedEvent    = @event as NetworkClientConnectedEvent;
            var networkClientDisconnectedEvent = @event as NetworkClientDisconnectedEvent;

            if (networkEvent.GameContext != null)
            {
                var networkedWorld = networkEvent.GameContext.World as INetworkedWorld;
                if (networkedWorld != null)
                {
                    if (networkMessageReceivedEvent != null)
                    {
                        if (networkedWorld.ReceiveMessage(
                                networkEvent.GameContext,
                                networkEvent.UpdateContext,
                                networkEvent.Dispatcher,
                                networkEvent.Client,
                                networkMessageReceivedEvent.Payload,
                                networkMessageReceivedEvent.ProtocolID))
                        {
                            return(true);
                        }
                    }

                    if (networkClientConnectedEvent != null)
                    {
                        if (networkedWorld.ClientConnected(
                                networkEvent.GameContext,
                                networkEvent.UpdateContext,
                                networkEvent.Dispatcher,
                                networkEvent.Client))
                        {
                            return(true);
                        }
                    }

                    if (networkClientDisconnectedEvent != null)
                    {
                        if (networkedWorld.ClientDisconnected(
                                networkEvent.GameContext,
                                networkEvent.UpdateContext,
                                networkEvent.Dispatcher,
                                networkEvent.Client))
                        {
                            return(true);
                        }
                    }
                }

                foreach (var entity in networkEvent.GameContext.World.GetEntitiesForWorld(_hierarchy).OfType <IEventListener <INetworkEventContext> >())
                {
                    if (entity.Handle(context, eventEngine, @event))
                    {
                        return(true);
                    }
                }
            }
            else if (networkEvent.ServerContext != null)
            {
                var networkedWorld = networkEvent.ServerContext.World as INetworkedServerWorld;
                if (networkedWorld != null)
                {
                    if (networkMessageReceivedEvent != null)
                    {
                        if (networkedWorld.ReceiveMessage(
                                networkEvent.ServerContext,
                                networkEvent.UpdateContext,
                                networkEvent.Dispatcher,
                                networkEvent.Client,
                                networkMessageReceivedEvent.Payload,
                                networkMessageReceivedEvent.ProtocolID))
                        {
                            return(true);
                        }
                    }

                    if (networkClientConnectedEvent != null)
                    {
                        if (networkedWorld.ClientConnected(
                                networkEvent.ServerContext,
                                networkEvent.UpdateContext,
                                networkEvent.Dispatcher,
                                networkEvent.Client))
                        {
                            return(true);
                        }
                    }

                    if (networkClientDisconnectedEvent != null)
                    {
                        if (networkedWorld.ClientDisconnected(
                                networkEvent.ServerContext,
                                networkEvent.UpdateContext,
                                networkEvent.Dispatcher,
                                networkEvent.Client))
                        {
                            return(true);
                        }
                    }
                }

                foreach (var entity in networkEvent.ServerContext.World.GetEntitiesForWorld(_hierarchy).OfType <IEventListener <INetworkEventContext> >())
                {
                    if (entity.Handle(context, eventEngine, @event))
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
 public EditorEventEngineHook(IEventEngine <IGameContext> eventEngine)
 {
     _queuedEvents = new ConcurrentQueue <Event>();
     _eventEngine  = eventEngine;
 }
Exemple #25
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 /// <summary>
 /// Initializes a new instance of the <see cref="EventEngineHook"/> class.
 /// </summary>
 /// <param name="eventEngine">
 /// The event engine to raise events on.
 /// </param>
 public EventEngineHook(IEventEngine <IGameContext> eventEngine)
 {
     this.m_EventEngine       = eventEngine;
     this.m_LastGamePadStates = new Dictionary <PlayerIndex, GamePadState>();
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="EventEngineHook"/> class.
 /// </summary>
 /// <param name="eventEngine">
 /// The event engine to raise events on.
 /// </param>
 public EventEngineHook(IEventEngine<IGameContext> eventEngine)
 {
     _eventEngine = eventEngine;
     _lastGamePadStates = new Dictionary<int, GamePadState>();
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="EventEngineHook"/> class.
 /// </summary>
 /// <param name="eventEngine">
 /// The event engine to raise events on.
 /// </param>
 public EventEngineHook(IEventEngine <IGameContext> eventEngine)
 {
     _eventEngine       = eventEngine;
     _lastGamePadStates = new Dictionary <int, GamePadState>();
 }
        public bool Handle(ComponentizedEntity componentizedEntity, IGameContext gameContext,
                           IEventEngine <IGameContext> eventEngine, Event @event)
        {
            if (!Enabled)
            {
                return(false);
            }

            var gamepadEvent = @event as GamePadEvent;
            var keyHeldEvent = @event as KeyHeldEvent;
            var mouseEvent   = @event as MouseEvent;

            if (gamepadEvent != null)
            {
                _firstPersonCameraComponent.Yaw -= gamepadEvent.GamePadState.ThumbSticks.Right.X *
                                                   ThumbstickLookSensitivity;
                _firstPersonCameraComponent.Pitch += gamepadEvent.GamePadState.ThumbSticks.Right.Y *
                                                     ThumbstickLookSensitivity;

                var limit = MathHelper.PiOver2 - MathHelper.ToRadians(5);
                _firstPersonCameraComponent.Pitch = MathHelper.Clamp(_firstPersonCameraComponent.Pitch, -limit, limit);

                var lookAt = _firstPersonCameraComponent.Transform.LocalMatrix;
                var relativeMovementVector = new Vector3(
                    gamepadEvent.GamePadState.ThumbSticks.Left.X * ThumbstickMoveSensitivity,
                    0f,
                    -gamepadEvent.GamePadState.ThumbSticks.Left.Y * ThumbstickMoveSensitivity);
                var absoluteMovementVector = Vector3.Transform(relativeMovementVector, lookAt);

                componentizedEntity.Transform.LocalPosition += absoluteMovementVector;

                return(true);
            }

            if (mouseEvent != null)
            {
                var centerX = gameContext.Window.ClientBounds.Width / 2;
                var centerY = gameContext.Window.ClientBounds.Height / 2;

                _firstPersonCameraComponent.Yaw   += (centerX - mouseEvent.MouseState.X) / 1000f;
                _firstPersonCameraComponent.Pitch += (centerY - mouseEvent.MouseState.Y) / 1000f;

                var limit = MathHelper.PiOver2 - MathHelper.ToRadians(5);
                _firstPersonCameraComponent.Pitch = MathHelper.Clamp(_firstPersonCameraComponent.Pitch, -limit, limit);

                Mouse.SetPosition(centerX, centerY);

                return(true);
            }

            if (keyHeldEvent != null)
            {
                var didConsume = false;
                var moveX      = 0;
                var moveZ      = 0;

                if (keyHeldEvent.Key == Keys.A)
                {
                    moveX      = -1;
                    didConsume = true;
                }
                if (keyHeldEvent.Key == Keys.D)
                {
                    moveX      = 1;
                    didConsume = true;
                }
                if (keyHeldEvent.Key == Keys.W)
                {
                    moveZ      = 1;
                    didConsume = true;
                }
                if (keyHeldEvent.Key == Keys.S)
                {
                    moveZ      = -1;
                    didConsume = true;
                }
                var lookAt = _firstPersonCameraComponent.Transform.LocalMatrix;
                var relativeMovementVector = new Vector3(
                    moveX * ThumbstickMoveSensitivity,
                    0f,
                    -moveZ * ThumbstickMoveSensitivity);
                var absoluteMovementVector = Vector3.Transform(relativeMovementVector, lookAt);

                componentizedEntity.Transform.LocalPosition += absoluteMovementVector;

                return(didConsume);
            }

            return(false);
        }
Exemple #29
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 /// <summary>
 /// Initializes a new instance of the <see cref="EventEngineHook"/> class.
 /// </summary>
 /// <param name="eventEngine">
 /// The event engine to raise events on.
 /// </param>
 public EventEngineHook(IEventEngine<IGameContext> eventEngine)
 {
     this.m_EventEngine = eventEngine;
     this.m_LastGamePadStates = new Dictionary<PlayerIndex, GamePadState>();
 }
Exemple #30
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 public EventManager(IEventEngine eventEngine, IEventAccessor eventAccessor)
 {
     EventEngine   = eventEngine;
     EventAccessor = eventAccessor;
 }
        public bool Handle(ComponentizedEntity componentizedEntity, IGameContext gameContext,
            IEventEngine<IGameContext> eventEngine, Event @event)
        {
            if (!Enabled)
            {
                return false;
            }

            var gamepadEvent = @event as GamePadEvent;
            var keyHeldEvent = @event as KeyHeldEvent;
            var mouseEvent = @event as MouseEvent;

            if (gamepadEvent != null)
            {
                _firstPersonCameraComponent.Yaw -= gamepadEvent.GamePadState.ThumbSticks.Right.X*
                                                   ThumbstickLookSensitivity;
                _firstPersonCameraComponent.Pitch += gamepadEvent.GamePadState.ThumbSticks.Right.Y*
                                                     ThumbstickLookSensitivity;

                var limit = MathHelper.PiOver2 - MathHelper.ToRadians(5);
                _firstPersonCameraComponent.Pitch = MathHelper.Clamp(_firstPersonCameraComponent.Pitch, -limit, limit);

                var lookAt = _firstPersonCameraComponent.Transform.LocalMatrix;
                var relativeMovementVector = new Vector3(
                    gamepadEvent.GamePadState.ThumbSticks.Left.X*ThumbstickMoveSensitivity* MovementSpeed,
                    0f,
                    -gamepadEvent.GamePadState.ThumbSticks.Left.Y*ThumbstickMoveSensitivity * MovementSpeed);
                
                var absoluteMovementVector =
                    _firstPersonCameraComponent.ComputeWorldSpaceVectorFromLocalSpace(relativeMovementVector);

                _firstPersonControllerPhysicsComponent.TargetVelocity = absoluteMovementVector;
                _didSetVelocityLastFrame = true;

                return true;
            }

            if (mouseEvent != null && MouseLock)
            {
                var centerX = gameContext.Window.ClientBounds.Width/2;
                var centerY = gameContext.Window.ClientBounds.Height/2;

                _firstPersonCameraComponent.Yaw += (centerX - mouseEvent.MouseState.X)/1000f;
                _firstPersonCameraComponent.Pitch += (centerY - mouseEvent.MouseState.Y)/1000f;

                var limit = MathHelper.PiOver2 - MathHelper.ToRadians(5);
                _firstPersonCameraComponent.Pitch = MathHelper.Clamp(_firstPersonCameraComponent.Pitch, -limit, limit);

                Mouse.SetPosition(centerX, centerY);

                return true;
            }

            if (keyHeldEvent != null)
            {
                var didConsume = false;
                var moveX = 0;
                var moveZ = 0;

                if (keyHeldEvent.Key == Keys.A)
                {
                    _cumulativeMoveX -= 1;
                    didConsume = true;
                }
                if (keyHeldEvent.Key == Keys.D)
                {
                    _cumulativeMoveX += 1;
                    didConsume = true;
                }
                if (keyHeldEvent.Key == Keys.W)
                {
                    _cumulativeMoveZ += 1;
                    didConsume = true;
                }
                if (keyHeldEvent.Key == Keys.S)
                {
                    _cumulativeMoveZ -= 1;
                    didConsume = true;
                }

                var relativeMovementVector = new Vector3(
                    _cumulativeMoveX * ThumbstickMoveSensitivity * MovementSpeed,
                    0f,
                    -_cumulativeMoveZ * ThumbstickMoveSensitivity * MovementSpeed);
                var absoluteMovementVector =
                    _firstPersonCameraComponent.ComputeWorldSpaceVectorFromLocalSpace(relativeMovementVector);

                _firstPersonControllerPhysicsComponent.TargetVelocity = absoluteMovementVector;
                _didSetVelocityLastFrame = true;

                return didConsume;
            }

            return false;
        }
Exemple #32
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 public EventLogic()
 {
     eventEngine = new EventEngine();
 }