Exemple #1
0
        public ClientMainFeature(string name,
                                 IGameModule topLevelGameModule,
                                 ISyncLatestManager syncLatestManager,
                                 IPlaybackManager playbackManager,
                                 IPredictionInitManager userPredictionInitManager,
                                 IUserPredictionInfoProvider predicatoinInfoProvider,
                                 ISimulationTimer simulationTimer,
                                 IVehicleCmdExecuteSystemHandler vehicleCmdExecuteSystemHandler,
                                 IVehicleExecutionSelector vehicleExecutionSelector,
                                 ICommonSessionObjects commonSessionObjects) : base(name)
        {
            topLevelGameModule.Init();

            Add(new ModuleInitSystem(topLevelGameModule, commonSessionObjects.AssetManager));
            Add(new EntityCreateSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));



            Add(new SyncLatestSystem(syncLatestManager).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            if (!SharedConfig.IsOffline)
            {
                Add(new PlaybackInitSystem(playbackManager).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            }
            Add(new PlaybackSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));

            //添加游戏状态更新处理
            Add(new GameStateUpdateSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));

            // 需要在playback之后,因为要根据车的位置更新人的位置
            // 要在predicte之前,因为要根据车的位置,更像摄像机位置
            Add(new PhysicsInitSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            Add(new PhysicsUpdateSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.CmdFrameStep));


            Add(new VehicleCmdExecuteManagerSystem(vehicleExecutionSelector, topLevelGameModule, vehicleCmdExecuteSystemHandler, simulationTimer, false, SharedConfig.ServerAuthorative).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            Add(new UserPrePredictionSystem(topLevelGameModule,
                                            predicatoinInfoProvider,
                                            userPredictionInitManager).WithExecFrameStep(EEcecuteStep.NormalFrameStep)); //每帧执行的cmd要放在回滚之前,不然会导致多执行帧
            Add(new PhysicsPostUpdateSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            Add(new PredictionInitSystem(userPredictionInitManager).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            Add(new UserPredictionSystem(topLevelGameModule,
                                         predicatoinInfoProvider,
                                         userPredictionInitManager).WithExecFrameStep(EEcecuteStep.CmdFrameStep));


            Add(new ResourceLoadSystem(topLevelGameModule, commonSessionObjects.AssetManager).WithExecFrameStep(EEcecuteStep.NormalFrameStep));

            Add(new GamePlaySystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.CmdFrameStep));

            Add(new RenderSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            Add(new UiSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.UIFrameStep));
            Add(new UiHfrSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));

            Add(new CommonLifeTimeSystem(commonSessionObjects.GameContexts).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            Add(new CommoTickImmutabblitySystem(commonSessionObjects.GameContexts).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            Add(new EntityCleanUpSystem(topLevelGameModule).WithExecFrameStep(EEcecuteStep.NormalFrameStep));

            Add(new CommonDestroySystem(commonSessionObjects).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
        }
        public UserCmdMergeSystem(Contexts contexts)
        {
            _vehicleCmdGenerator = new UnityVehicleCmdGenerator(contexts.userInput.userInputManager.Instance);
            _playerContext       = contexts.player;

            _simulationTimer = contexts.session.clientSessionObjects.SimulationTimer;

            _contexts = contexts;
        }
Exemple #3
0
 public VehicleCmdExecuteManagerSystem(IVehicleExecutionSelector vehicleSelector, IGameModule gameModule, IVehicleCmdExecuteSystemHandler handler, ISimulationTimer simulationTimer, bool isServer, bool serverAuthorative)
 {
     _systems           = gameModule.VehicleCmdExecuteSystems;
     _handler           = handler;
     _simulationTimer   = simulationTimer;
     _vehicleSelector   = vehicleSelector;
     _isServer          = isServer;
     _serverAuthorative = serverAuthorative;
     _profiler          = CustomProfilerFactory.CreateProfiler(this);
     Init();
 }
Exemple #4
0
        public override Systems CreateUpdateSystems(IContexts contexts)
        {
            if (Camera.main == null)
            {
                throw new Exception("Camera.main is null");
            }
            Contexts _contexts = (Contexts)contexts;

            _gameModule = GameModuleFactory.CreateCompositeGameModule(_contexts);
            var sessionObjects = _contexts.session.clientSessionObjects;

            ISyncLatestManager     syncLatestManager     = sessionObjects.SyncLatestManager;
            IPlaybackManager       playbackManager       = sessionObjects.PlaybackManager;
            IPredictionInitManager predictionInitManager = sessionObjects.UserPredictionInitManager;

            IUserPredictionInfoProvider predicatoinInfoProvider = sessionObjects.UserPredictionInfoProvider;
            ISimulationTimer            simulationTimer         = sessionObjects.SimulationTimer;

            var systems = new Feature("LoginSuccState");

            systems.Add(new InputCollectSystem(_contexts).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            systems.Add(new MouseLockSystem(_contexts));
            systems.Add(new DriveTimeSystem(_contexts).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            systems.Add(new ClientFreeCmdGenerateSystem(_contexts).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            systems.Add(new UserCmdCollectSystem(_contexts).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            //  systems.Add(new ClientCameraPreUpdateSystem(_contexts.vehicle, _contexts.freeMove,_contexts.player, motors).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            systems.Add(new PlayerInterceptCmdSystem(_contexts).WithExecFrameStep(EEcecuteStep.NormalFrameStep));
            systems.Add(new UserCmdMergeSystem(_contexts).WithExecFrameStep(EEcecuteStep.CmdFrameStep));

            //Test
            systems.Add(new TerrainTestSystem(_contexts));
            //////
            systems.Add(new AutoTerrainNavigatorSystem(_contexts));
            systems.Add(new MinRendererSetSystem(_contexts));
            systems.Add(new WoodConflictSystem(_contexts));
            systems.Add(new ClientMainFeature(
                            "LoginSuccSystems",
                            _gameModule,
                            syncLatestManager,
                            playbackManager,
                            predictionInitManager,
                            predicatoinInfoProvider,
                            simulationTimer,
                            sessionObjects.VehicleCmdExecuteSystemHandler,
                            new ClientVehicleExecutionSelector(_contexts),
                            _contexts.session.commonSession));
            /*车辆命令走老流程*/
            systems.Add(new UserCmdSendSystem(_contexts).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            /*用户的命令*/
            systems.Add(new UserCmdUpdateSystem(_contexts).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            return(systems);
        }
        public ServerMainFeature(
            string name,
            IGameModule topLevelGameModule,
            IUserCmdExecuteSystemHandler userCmdExecuteSystemHandler,
            IVehicleCmdExecuteSystemHandler vehicleCmdExecuteSystemHandler,
            ISimulationTimer simluationTimer,
            IVehicleExecutionSelector vehicleExecutionSelector,
            ICommonSessionObjects sessionObjects,
            IRoom room) : base(name)
        {
            topLevelGameModule.Init();
            Add(new ModuleInitSystem(topLevelGameModule, sessionObjects.LoadRequestManager));
            Add(new EntityCreateSystem(topLevelGameModule));

            Add(new GameStateUpdateSystem(topLevelGameModule));

            Add(new PhysicsInitSystem(topLevelGameModule));
            Add(new PhysicsUpdateSystem(topLevelGameModule));
            Add(new VehicleCmdExecuteManagerSystem(vehicleExecutionSelector, topLevelGameModule,
                                                   vehicleCmdExecuteSystemHandler, simluationTimer, true, SharedConfig.ServerAuthorative));
            Add(new PhysicsPostUpdateSystem(topLevelGameModule));
#if (true)
//            Add(new UserCmdExecuteManagerSystem(topLevelGameModule,
//                userCmdExecuteSystemHandler,
//                sessionObjects.GameStateProcessorFactory));
            Add(new UserCmdUpdateMsgExecuteManagerSystem(topLevelGameModule, userCmdExecuteSystemHandler,
                                                         new SyncUpdateLatestMsgHandler()));
#else
            Add(new UserCmdParallelExecuteManagerSystem(topLevelGameModule,
                                                        userCmdExecuteSystemHandler,
                                                        sessionObjects.GameStateProcessorFactory, 4));
#endif

            Add(new LoadRequestManagerSystem(sessionObjects));
            Add(new ResourceLoadSystem(topLevelGameModule, sessionObjects.LoadRequestManager));

            Add(new GamePlaySystem(topLevelGameModule));

            Add(new CommonLifeTimeSystem(sessionObjects.GameContexts));
            Add(new EntityCleanUpSystem(topLevelGameModule));
            Add(new CommonDestroySystem(sessionObjects));
            Add(new FreeGameRuleSystem(room));
            Add(new SendSnapshotSystem(room));
            Add(new CompensationSnapshotSystem(room));
        }
Exemple #6
0
        public override Systems CreateUpdateSystems(IContexts contexts)
        {
            if (Camera.main == null)
            {
                throw new Exception("Camera.main is null");
            }
            Contexts _contexts = (Contexts)contexts;

            _gameModule = GameModuleFactory.CreateCompositeGameModule(_contexts);
            var sessionObjects = _contexts.session.clientSessionObjects;

            SyncLastestManager netSyncManager  = sessionObjects.NetSyncManager;
            PlaybackManager    playbackManager = sessionObjects.PlaybackManager;
            var predictionManager            = sessionObjects.UserPredictionManager;
            var predicatoinProvider          = sessionObjects.UserPredictionProvider;
            ISimulationTimer simulationTimer = sessionObjects.SimulationTimer;

            var systems = new Feature("LoginSuccState");

            systems.Add(new DriveTimeSystem(_contexts));
            systems.Add(new PrepareSnapshotPairSystem(_contexts));
            systems.Add(new ClientUserCmdFeature("UserCmd", _contexts));
            systems.Add(new ClientProfileFeature("Profile", _contexts));
            if (SharedConfig.IsReplay)
            {
                systems.Add(new UserCmdReplaySystem(_contexts));
                systems.Add(new PrepareSnapshotPairSystem(_contexts));
            }
            systems.Add(new ClientMainFeature(
                            "LoginSuccSystems",
                            _gameModule,
                            netSyncManager,
                            playbackManager,
                            predictionManager,
                            predicatoinProvider,
                            simulationTimer,
                            sessionObjects.VehicleCmdExecuteSystemHandler,
                            new ClientVehicleExecutionSelector(_contexts),
                            _contexts.session.commonSession));
            /*车辆命令走老流程*/
            systems.Add(new UserCmdSendSystem(_contexts).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            /*用户的命令*/
            systems.Add(new UserCmdUpdateSystem(_contexts).WithExecFrameStep(EEcecuteStep.CmdFrameStep));
            return(systems);
        }
 public SimulationTimeSyncServer(ISimulationTimer simulationTimer, Action <INetworkChannel, SimulationTimeMessage> sendMethod)
 {
     _simulationTimer = simulationTimer;
     _sendMethod      = sendMethod;
 }