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));
        }
Exemple #2
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();
 }
        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));
        }