NetOutgoingMessage DatablobDataMessage(NetOutgoingMessage msg, Entity entity, BaseDataBlob datablob) { var mStream = new MemoryStream(); //int typeIndex = EntityManager.DataBlobTypes[datablobtype]; //var datablob = entity.GetDataBlob<BaseDataBlob>(typeIndex); //Messages.Add("GetType().ToSTring(): " + datablob.GetType().ToString()); //Messages.Add("GetType().Name: " + datablob.GetType().Name); //Messages.Add("GetType().AssemblyQualifiedName: " + datablob.GetType().AssemblyQualifiedName); //Messages.Add("GetType().FullName: " + datablob.GetType().FullName); //Messages.Add("pulsarTypeIndex: " + typeIndex); SerializationManager.Export(Game, mStream, datablob); byte[] systemByteArray = mStream.ToArray(); int len = systemByteArray.Length; msg.Write(entity.Guid.ToByteArray()); //entityGuid msg.Write(datablob.GetType().Name); //datablob name msg.Write(EntityManager.DataBlobTypes[datablob.GetType()]); //datablob typeIndex msg.Write(len); //stream length msg.Write(systemByteArray); //encoded data. mStream.Close(); return(msg); }
private void ImportExportSystem(StarSystem system) { //TODO: need to be able to export a system that will only save systemBodies. //for a generated one, just saving the seed should suffice. //for a created one we'll have to do more. //also need to be able to export a players view of a system. but that would likely be a different function altogether. SerializationManager.Export(_game, "testSystemExport", system); string jsonString = SerializationManager.Export(_game, system); int entityCount = system.GetAllEntitiesWithDataBlob <SystemBodyInfoDB>(_smAuthToken).Count; _game = TestingUtilities.CreateTestUniverse(0); _smAuthToken = new AuthenticationToken(_game.SpaceMaster); StarSystem importedSystem = SerializationManager.ImportSystemJson(_game, jsonString); Assert.AreEqual(system.Guid, importedSystem.Guid); // See that the entities were imported. Assert.AreEqual(entityCount, importedSystem.GetAllEntitiesWithDataBlob <SystemBodyInfoDB>(_smAuthToken).Count); // Ensure the system was added to the game's system list. List <StarSystem> systems = _game.GetSystems(_smAuthToken); Assert.AreEqual(1, systems.Count); // Ensure the returned value references the same system as the game's system list system = _game.GetSystem(_smAuthToken, system.Guid); Assert.AreEqual(importedSystem, system); }
public void TestSelfReferencingEntity() { NameDB name = new NameDB(); Entity testEntity = Entity.Create(_game.GlobalManager, Guid.Empty); name.SetName(testEntity.Guid, "TestName"); testEntity.SetDataBlob(name); //serialise the test entity into a mem stream var mStream = new MemoryStream(); SerializationManager.Export(_game, mStream, testEntity); //create a second game, we're going to import this entity to here (this would be the case in a network game) var settings = new NewGameSettings { GameName = "Test Game2", StartDateTime = DateTime.Now, MaxSystems = 1 }; Game game2 = new Game(settings); //import the entity into the second game. Entity clonedEntity = SerializationManager.ImportEntity(game2, mStream, game2.GlobalManager); mStream.Close(); Assert.IsTrue(testEntity.GetValueCompareHash() == clonedEntity.GetValueCompareHash(), "ValueCompareHash should match");//currently valueCompareHash does not check guid of the entity. I'm undecided wheather it should or not. Entity clonedTest; Assert.IsTrue(game2.GlobalManager.FindEntityByGuid(testEntity.Guid, out clonedTest), "Game2 should have the test entity"); Assert.IsTrue(testEntity.Guid == clonedEntity.Guid, "Guid's need to match, if we get to this assert, then we've got two entities in game2, one of them has the correct guid but no datablobs, the other has a new guid but is complete."); Assert.IsTrue(ReferenceEquals(clonedTest, clonedEntity), "These should be the same object"); Assert.IsTrue(testEntity.DataBlobs.Count == clonedTest.DataBlobs.Count); Assert.IsTrue(testEntity.DataBlobs.Count == clonedEntity.DataBlobs.Count); }
public void SaveGame(string pathToFile) { StatusText = "Saving Game..."; SerializationManager.Export(Game, pathToFile); StatusText = "Game Saved"; }
public void GameImportExport() { // Nubmer of systems to generate for this test. Configurable. const int numSystems = 10; const bool generateSol = false; int totalSystems = generateSol ? numSystems + 1 : numSystems; // lets create a bad save game: // Check default nulls throw: Assert.Catch <ArgumentNullException>(() => SerializationManager.Export(null, File)); Assert.Catch <ArgumentException>(() => SerializationManager.Export(_game, (string)null)); Assert.Catch <ArgumentException>(() => SerializationManager.Export(_game, string.Empty)); Assert.Catch <ArgumentException>(() => SerializationManager.ImportGame((string)null)); Assert.Catch <ArgumentException>(() => SerializationManager.ImportGame(string.Empty)); Assert.Catch <ArgumentNullException>(() => SerializationManager.ImportGame((Stream)null)); _game = TestingUtilities.CreateTestUniverse(numSystems, _testTime, generateSol); // lets create a good saveGame SerializationManager.Export(_game, File); Assert.IsTrue(System.IO.File.Exists(Path.Combine(SerializationManager.GetWorkingDirectory(), File))); Console.WriteLine(Path.Combine(SerializationManager.GetWorkingDirectory(), File)); // now lets give ourselves a clean game: _game = null; //and load the saved data: _game = SerializationManager.ImportGame(File); _smAuthToken = new AuthenticationToken(_game.SpaceMaster); Assert.AreEqual(totalSystems, _game.GetSystems(_smAuthToken).Count); Assert.AreEqual(_testTime, StaticRefLib.CurrentDateTime); List <Entity> entities = _game.GlobalManager.GetAllEntitiesWithDataBlob <FactionInfoDB>(_smAuthToken); Assert.AreEqual(3, entities.Count); entities = _game.GlobalManager.GetAllEntitiesWithDataBlob <SpeciesDB>(_smAuthToken); Assert.AreEqual(2, entities.Count); // lets check the the refs were hocked back up: Entity species = _game.GlobalManager.GetFirstEntityWithDataBlob <SpeciesDB>(_smAuthToken); NameDB speciesName = species.GetDataBlob <NameDB>(); Assert.AreSame(speciesName.OwningEntity, species); // <?TODO: Expand this out to cover many more DBs, entities, and cases. }
NetOutgoingMessage EntityDataMessage(NetOutgoingMessage msg, Entity entity) { var mStream = new MemoryStream(); SerializationManager.Export(Game, mStream, entity); byte[] entityByteArray = mStream.ToArray(); int len = entityByteArray.Length; msg.Write(entity.Guid.ToByteArray()); msg.Write(entity.GetValueCompareHash()); msg.Write(len); msg.Write(entityByteArray); mStream.Close(); return(msg); }
public void SaveGameConsistency() { const int maxTries = 10; for (int numTries = 0; numTries < maxTries; numTries++) { TestingUtilities.CreateTestUniverse(10); SerializationManager.Export(_game, File); _game = SerializationManager.ImportGame(File); SerializationManager.Export(_game, File2); var fs1 = new FileStream(Path.Combine(SerializationManager.GetWorkingDirectory(), File), FileMode.Open); var fs2 = new FileStream(Path.Combine(SerializationManager.GetWorkingDirectory(), File2), FileMode.Open); if (fs1.Length == fs2.Length) { // Read and compare a byte from each file until either a // non-matching set of bytes is found or until the end of // file1 is reached. int file1Byte; int file2Byte; do { // Read one byte from each file. file1Byte = fs1.ReadByte(); file2Byte = fs2.ReadByte(); } while ((file1Byte == file2Byte) && (file1Byte != -1)); // Close the files. fs1.Close(); fs2.Close(); // Return the success of the comparison. "file1byte" is // equal to "file2byte" at this point only if the files are // the same. if (file1Byte - file2Byte == 0) { Assert.Pass("Save Games consistent on try #" + (numTries + 1)); } } fs1.Close(); fs2.Close(); } Assert.Fail("SaveGameConsistency could not be verified. Please ensure saves are properly loading and saving."); }
public void EntityImportExport() { // Ensure we have a test universe. _game = TestingUtilities.CreateTestUniverse(10); _smAuthToken = new AuthenticationToken(_game.SpaceMaster); Assert.NotNull(_game); // Choose a random system. var rand = new Random(); List <StarSystem> systems = _game.GetSystems(_smAuthToken); int systemIndex = rand.Next(systems.Count - 1); StarSystem system = systems[systemIndex]; // Export/Reinport all system bodies in that system. foreach (Entity entity in system.GetAllEntitiesWithDataBlob <SystemBodyInfoDB>(_smAuthToken)) { string jsonString = SerializationManager.Export(_game, entity); // Clone the entity for later comparison. ProtoEntity clone = entity.Clone(); // Destroy the entity. entity.Destroy(); // Ensure the entity was destroyed. Entity foundEntity; Assert.IsFalse(system.FindEntityByGuid(clone.Guid, out foundEntity)); // Import the entity back into the manager. Entity importedEntity = SerializationManager.ImportEntityJson(_game, jsonString, system); // Ensure the imported entity is valid Assert.IsTrue(importedEntity.IsValid); // Check to find the guid. Assert.IsTrue(system.FindEntityByGuid(clone.Guid, out foundEntity)); // Check the ID imported correctly. Assert.AreEqual(clone.Guid, importedEntity.Guid); // Check the datablobs imported correctly. Assert.AreEqual(clone.DataBlobs.Where(dataBlob => dataBlob != null).ToList().Count, importedEntity.DataBlobs.Count); // Check the manager is the same. Assert.AreEqual(system, importedEntity.Manager); } }
void SendGameSettings(NetConnection recipient, Game game) { var gamesettings = game.Settings; var mStream = new MemoryStream(); SerializationManager.Export(game.Settings, mStream); byte[] byteArray = mStream.ToArray(); int len = byteArray.Length; NetOutgoingMessage sendMsg = NetPeerObject.CreateMessage(); sendMsg.Write((byte)ToClientMsgType.SendGameData); sendMsg.Write(StaticRefLib.CurrentDateTime.ToBinary()); sendMsg.Write(len); sendMsg.Write(byteArray); NetServerObject.SendMessage(sendMsg, recipient, NetDeliveryMethod.ReliableOrdered); }
void SendEntityProcData(NetConnection recipient, Entity entity) { NetOutgoingMessage msg = NetPeerObject.CreateMessage(); msg.Write((byte)ToClientMsgType.SendEntityProcData); var procDict = entity.Manager.ManagerSubpulses.GetInstanceProcForEntity(entity); var mStream = new MemoryStream(); SerializationManager.Export(procDict, mStream); byte[] procdicByteArray = mStream.ToArray(); int len = procdicByteArray.Length; msg.Write(entity.Guid.ToByteArray()); msg.Write(len); msg.Write(procdicByteArray); mStream.Close(); NetServerObject.SendMessage(msg, recipient, NetDeliveryMethod.ReliableOrdered); }
public void CompareLoadedGameWithOrigional() //TODO do this after a few game ticks and check the comparitiveTests again. { //create a new game Game newGame = TestingUtilities.CreateTestUniverse(10, _testTime, true); Entity ship = newGame.GlobalManager.GetFirstEntityWithDataBlob <TransitableDB>(); StarSystem firstSystem = newGame.Systems.First().Value; DateTime jumpTime = StaticRefLib.CurrentDateTime + TimeSpan.FromMinutes(1); //insert a jump so that we can compair timeloop dictionary InterSystemJumpProcessor.SetJump(newGame, jumpTime, firstSystem, jumpTime, ship); // lets create a good saveGame SerializationManager.Export(newGame, File); //then load it: Game loadedGame = SerializationManager.ImportGame(File); //run some tests ComparitiveTests(newGame, loadedGame); }
public void SendEntityCommand(EntityCommand cmd) { Guid cmdID = Guid.NewGuid(); CommandsAwaitingServerAproval.Add(cmdID, cmd); NetOutgoingMessage sendMsg = NetPeerObject.CreateMessage(); var mStream = new MemoryStream(); SerializationManager.Export(Game, mStream, cmd); byte[] byteArray = mStream.ToArray(); int len = byteArray.Length; sendMsg.Write((byte)ToServerMsgType.SendPlayerEntityCommand); sendMsg.Write(cmdID.ToByteArray()); sendMsg.Write(cmd.GetType().Name); sendMsg.Write(len); sendMsg.Write(byteArray); NetClientObject.SendMessage(sendMsg, NetClientObject.ServerConnection, NetDeliveryMethod.ReliableOrdered); Messages.Add("Sent Command " + cmd.CmdID); }
void SendFactionData(NetConnection recipient, Entity factionEntity) { //var ownedEntities = factionEntity.GetDataBlob<FactionOwnedEntitesDB>().OwnedEntites.Values.ToArray(); ProtoEntity factionEntityClone = factionEntity.Clone(); //clone it, then remove the AuthDB, we don't want to send that. factionEntityClone.RemoveDataBlob <AuthDB>(); var mStream = new MemoryStream(); SerializationManager.Export(Game, mStream, factionEntityClone); byte[] entityByteArray = mStream.ToArray(); int len = entityByteArray.Length; NetOutgoingMessage sendMsg = NetPeerObject.CreateMessage(); sendMsg.Write((byte)ToClientMsgType.SendFactionEntity); sendMsg.Write(factionEntity.Guid.ToByteArray()); sendMsg.Write(factionEntityClone.GetValueCompareHash()); sendMsg.Write(len); sendMsg.Write(entityByteArray); NetServerObject.SendMessage(sendMsg, recipient, NetDeliveryMethod.ReliableOrdered); mStream.Close(); }
private void ImportExportSystem(StarSystem system) { string jsonString = SerializationManager.Export(_game, system); int entityCount = system.SystemManager.GetAllEntitiesWithDataBlob <SystemBodyInfoDB>(_smAuthToken).Count; _game = TestingUtilities.CreateTestUniverse(0); _smAuthToken = new AuthenticationToken(_game.SpaceMaster); StarSystem importedSystem = SerializationManager.ImportSystemJson(_game, jsonString); Assert.AreEqual(system.Guid, importedSystem.Guid); // See that the entities were imported. Assert.AreEqual(entityCount, importedSystem.SystemManager.GetAllEntitiesWithDataBlob <SystemBodyInfoDB>(_smAuthToken).Count); // Ensure the system was added to the game's system list. List <StarSystem> systems = _game.GetSystems(_smAuthToken); Assert.AreEqual(1, systems.Count); // Ensure the returned value references the same system as the game's system list system = _game.GetSystem(_smAuthToken, system.Guid); Assert.AreEqual(importedSystem, system); }