Exemple #1
0
        void SendPlayerToAllClients(Client client)
        {
            IPlayerState state = new PlayerState(client.Player);
            this.OutgoingMessageQueue.AddToQueue(new Item() { ClientID = client.ID, Type = ItemType.Player, Data = state });

            if (client.Player.PlayerSettings.IsDirty)
            {
                this.OutgoingMessageQueue.AddToReliableQueue(new Item() { ClientID = client.ID, Type = ItemType.PlayerSettings, Data = client.Player.PlayerSettings.GetDiff() });
                client.Player.PlayerSettings.Clean();
            }
        }
Exemple #2
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        public void ShouldCallShootForEveryNewShot()
        {
            PlayerState state = new PlayerState();
            state.NewShots = new List<Shot>();
            state.NewShots.Add(new Shot(Vector2.Zero, new Vector2(1, 2)));
            state.NewShots.Add(new Shot(Vector2.Zero, new Vector2(3, 4)));

            state.RefreshPlayerValuesFromState(player);

            player.AssertWasCalled(me => me.Shoot(new Vector2(1, 2)));
            player.AssertWasCalled(me => me.Shoot(new Vector2(3, 4)));
        }
Exemple #3
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        public void CanSetPlayerStateValuesFromPlayerObject()
        {
            player.Health = 97;
            player.Status = PlayerStatus.Dead;
            player.Weapons.Shots.Add(new Shot(new Vector2(1, 2), new Vector2(3, 4)));
            player.Position = Vector2.One;
            player.PlayerScore.Kills = 4;
            player.PlayerScore.Deaths = 100;

            PlayerState state = new PlayerState(player);

            Assert.AreEqual(97, state.Health);
            Assert.AreEqual(PlayerStatus.Dead, state.Status);
            Assert.AreEqual(Vector2.One, state.Position);
            Assert.AreEqual(1, state.NewShots.Count);
            Assert.AreEqual(new Shot(new Vector2(1, 2), new Vector2(3, 4)), state.NewShots[0]);
            Assert.AreEqual(4, state.Score.Kills);
            Assert.AreEqual(100, state.Score.Deaths);
        }
Exemple #4
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        public void CanRefreshNetworkPlayerObjectWithPlayerState()
        {
            player.Weapons.Shots.Add(new Shot());
            PlayerState state = new PlayerState();
            state.Health = 98;
            state.Status = PlayerStatus.Alive;
            state.Position = new Vector2(4, 8);
            state.NewShots = new List<Shot>();
            // Add 2 new Shot objects:
            state.NewShots.Add(new Shot(Vector2.One, Vector2.UnitX));
            state.NewShots.Add(new Shot(Vector2.UnitY, Vector2.Zero));
            state.Score = new PlayerScore() { Deaths = 3, Kills = 20 };

            state.RefreshPlayerValuesFromState(player);

            Assert.AreEqual(98, player.Health);
            Assert.AreEqual(PlayerStatus.Alive, state.Status);
            player.AssertWasCalled(me => me.UpdatePositionFromNetwork(Arg<Vector2>.Is.Equal(state.Position), Arg<float>.Is.Anything));
            Assert.AreEqual(3, player.PlayerScore.Deaths);
            Assert.AreEqual(20, player.PlayerScore.Kills);
        }
Exemple #5
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        public void ResetsPendingStateWhenItIsAchieved()
        {
            player.Status = PlayerStatus.Alive;
            player.PendingStatus = PlayerStatus.Dead;
            PlayerState state = new PlayerState();
            state.Status = PlayerStatus.Alive;

            state.RefreshPlayerValuesFromState(player);
            Assert.AreEqual(PlayerStatus.Dead, player.PendingStatus);

            state.Status = PlayerStatus.Dead;
            state.RefreshPlayerValuesFromState(player);
            Assert.IsNull(player.PendingStatus);
        }
Exemple #6
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        public void WorksWithNullPlayer()
        {
            PlayerState state = new PlayerState(null);

            Assert.IsNotNull(state);
        }
Exemple #7
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        public static IPlayerState ReadPlayerState(this NetBuffer netbuffer)
        {
            PlayerState playerstate = new PlayerState();

            playerstate.Health = netbuffer.ReadInt32();
            playerstate.Status = (PlayerStatus)netbuffer.ReadUInt16();
            int number_of_new_shots = netbuffer.ReadInt32();
            for (int i = 0; i < number_of_new_shots; i++)
            {
                Shot shot = new Shot();
                shot.StartPoint = netbuffer.ReadVector2();
                shot.EndPoint = netbuffer.ReadVector2();
                playerstate.NewShots.Add(shot);
            }
            playerstate.Position = netbuffer.ReadVector2();
            playerstate.Score.Deaths = netbuffer.ReadInt32();
            playerstate.Score.Kills = netbuffer.ReadInt32();

            return playerstate;
        }