Exemple #1
0
        public void ExecutesTwoPeersInputs()
        {
            var manualClock     = new ManualClock();
            var comparisonState = new GameStateWithInputs();
            var simulation      = new Simulation <GameStateWithInputs, GameInput> (manualClock, new GameStateWithInputs());

            simulation.InputHandler = delegate(GameStateWithInputs mutableState, System.Collections.Generic.KeyValuePair <int, GameInput>[] inputs, int frameIndex) {
                foreach (var kv in inputs)
                {
                    var input = kv.Value;
                    mutableState.Move(input.direction);
                }
            };
            var moves        = 20;
            var systemRandom = new System.Random();

            for (var i = 0; i < moves; i++)
            {
                var direction = new Vector3((float)systemRandom.NextDouble(), (float)systemRandom.NextDouble(), (float)systemRandom.NextDouble());

                comparisonState.location += direction;
                var input = new GameInput()
                {
                    direction = direction
                };
                simulation.SetInput(input, 0, simulation.ElapsedFrameCount);

                direction = new Vector3((float)systemRandom.NextDouble(), (float)systemRandom.NextDouble(), (float)systemRandom.NextDouble());

                comparisonState.location += direction;
                input = new GameInput()
                {
                    direction = direction
                };
                simulation.SetInput(input, 1, simulation.ElapsedFrameCount);

                manualClock.Step();
            }
            Assert.AreEqual(comparisonState.location, simulation.LatestState.location);
        }
Exemple #2
0
        public void BuffersFrames()
        {
            var manualClock     = new ManualClock();
            var comparisonState = new GameStateWithInputs();
            var simulation      = new Simulation <GameStateWithInputs, GameInput> (manualClock, new GameStateWithInputs());

            simulation.InputHandler = delegate(GameStateWithInputs mutableState, System.Collections.Generic.KeyValuePair <int, GameInput>[] inputs, int frameIndex) {
                foreach (var kv in inputs)
                {
                    var input = kv.Value;
                    mutableState.Move(input.direction);
                }
            };
            var myPeerId     = 0;
            var moves        = 20;
            var systemRandom = new System.Random();

            for (var i = 0; i < moves; i++)
            {
                var direction = new Vector3((float)systemRandom.NextDouble(), (float)systemRandom.NextDouble(), (float)systemRandom.NextDouble());

                comparisonState.location += direction;
                var input = new GameInput()
                {
                    direction = direction
                };
                simulation.SetInput(input, myPeerId, simulation.ElapsedFrameCount);
                manualClock.Step();
            }

            var frameBuffer = simulation.FrameBuffer;
            var j           = moves - 1;

            for (; j >= moves - frameBuffer; j--)
            {
                Assert.IsNotNull(simulation [j]);
            }
            Assert.IsNull(simulation [j - 1]);
        }