public void Run()
 {
     Console.Clear();
     _tumbler    = new Tumbler();
     FixedUpdate = new FixedUpdate {
         UpdateCallback = Step
     };
     while (!_stopToken.IsCancellationRequested)
     {
         FixedUpdate.Tick();
     }
 }
Esempio n. 2
0
        public void Tumbler(bool stressTest = false, bool showProfile = false)
        {
            if (stressTest == false)
            {
                Console.Clear();
            }

            Body ground;

            {
                var bd = new BodyDef();
                ground = World.CreateBody(bd);
            }

            {
                var bd = new BodyDef
                {
                    BodyType   = BodyType.DynamicBody,
                    AllowSleep = false,
                    Position   = new Vector2(0.0f, 10.0f)
                };
                var body = World.CreateBody(bd);

                var shape = new PolygonShape();
                shape.SetAsBox(0.5f, 10.0f, new Vector2(10.0f, 0.0f), 0.0f);
                body.CreateFixture(shape, 5.0f);
                shape.SetAsBox(0.5f, 10.0f, new Vector2(-10.0f, 0.0f), 0.0f);
                body.CreateFixture(shape, 5.0f);
                shape.SetAsBox(10.0f, 0.5f, new Vector2(0.0f, 10.0f), 0.0f);
                body.CreateFixture(shape, 5.0f);
                shape.SetAsBox(10.0f, 0.5f, new Vector2(0.0f, -10.0f), 0.0f);
                body.CreateFixture(shape, 5.0f);

                var jd = new RevoluteJointDef
                {
                    BodyA          = ground,
                    BodyB          = body,
                    LocalAnchorA   = new Vector2(0.0f, 10.0f),
                    LocalAnchorB   = new Vector2(0.0f, 0.0f),
                    ReferenceAngle = 0.0f,
                    MotorSpeed     = 0.05f * Settings.Pi,
                    MaxMotorTorque = 1e8f,
                    EnableMotor    = true
                };
                _joint = (RevoluteJoint)World.CreateJoint(jd);
            }

            _bodyCount = 0;
            if (stressTest)
            {
                var timer = Stopwatch.StartNew();
                for (int i = 0; i < FrameCount; i++)
                {
                    Step(false);
                }

                timer.Stop();
                Console.WriteLine($"{timer.ElapsedMilliseconds} ms");
            }
            else
            {
                FixedUpdate = new FixedUpdate {
                    UpdateCallback = () => Step(showProfile)
                };
                while (true)
                {
                    FixedUpdate.Tick();
                }
            }
        }
Esempio n. 3
0
        private static void Main(string[] args)
        {
            // 异步方法全部会回掉到主线程
            SynchronizationContext.SetSynchronizationContext(OneThreadSynchronizationContext.Instance);
            try
            {
                BsonHelper.Init();
                //添加Model.dll到字典维护
                Game.EventSystem.Add(DLLType.Model, typeof(Game).Assembly);
                //添加Hotfix.dll到字典维护
                Game.EventSystem.Add(DLLType.Hotfix, DllHelper.GetHotfixAssembly());
                //添加并获取设置组件的引用
                Options options = Game.Scene.AddComponent <OptionComponent, string[]>(args).Options;
                //添加并获取初始配置的组件的引用
                StartConfig startConfig = Game.Scene.AddComponent <StartConfigComponent, string, int>(options.Config, options.AppId).StartConfig;

                //判断配置文件是否正确
                if (!options.AppType.Is(startConfig.AppType))
                {
                    Log.Error("命令行参数apptype与配置不一致");
                    return;
                }

                //配置文件相关
                IdGenerater.AppId = options.AppId;

                LogManager.Configuration.Variables["appType"]       = $"{startConfig.AppType}";
                LogManager.Configuration.Variables["appId"]         = $"{startConfig.AppId}";
                LogManager.Configuration.Variables["appTypeFormat"] = $"{startConfig.AppType,-8}";
                LogManager.Configuration.Variables["appIdFormat"]   = $"{startConfig.AppId:0000}";

                Console.WriteLine($"server start........................ {startConfig.AppId} {startConfig.AppType}");

                //增加计时器组件
                Game.Scene.AddComponent <TimerComponent>();
                //增加OpcodeType组件(是双端通讯协议的重要组成部分)
                Game.Scene.AddComponent <OpcodeTypeComponent>();
                //增加消息分发组件(确保从服务端收到的消息能正确的送到到接受者手中)
                Game.Scene.AddComponent <MessageDispatcherComponent>();

                // 根据不同的AppType添加不同的组件
                OuterConfig  outerConfig  = startConfig.GetComponent <OuterConfig>();
                InnerConfig  innerConfig  = startConfig.GetComponent <InnerConfig>();
                ClientConfig clientConfig = startConfig.GetComponent <ClientConfig>();

                switch (startConfig.AppType)
                {
                case AppType.Manager:
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.Realm:
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    break;

                case AppType.Gate:
                    Game.Scene.AddComponent <PlayerComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();
                    Game.Scene.AddComponent <CoroutineLockComponent>();
                    break;

                case AppType.Location:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <LocationComponent>();
                    Game.Scene.AddComponent <CoroutineLockComponent>();
                    break;

                case AppType.Map:
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);
                    Game.Scene.AddComponent <UnitComponent>();
                    Game.Scene.AddComponent <LocationProxyComponent>();
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();
                    Game.Scene.AddComponent <RecastPathComponent>();
                    Game.Scene.AddComponent <CoroutineLockComponent>();
                    break;

                case AppType.AllServer:
                    // 发送普通actor消息
                    Game.Scene.AddComponent <ActorMessageSenderComponent>();

                    // 发送location actor消息
                    Game.Scene.AddComponent <ActorLocationSenderComponent>();

                    //添加MongoDB组件,处理与服务器的交互
                    Game.Scene.AddComponent <DBComponent>();
                    //添加MongoDB代理组件,代理服务端对数据库的操作
                    Game.Scene.AddComponent <DBProxyComponent>();

                    // location server需要的组件
                    Game.Scene.AddComponent <LocationComponent>();

                    // 访问location server的组件
                    Game.Scene.AddComponent <LocationProxyComponent>();

                    // 这两个组件是处理actor消息使用的
                    Game.Scene.AddComponent <MailboxDispatcherComponent>();
                    Game.Scene.AddComponent <ActorMessageDispatcherComponent>();

                    // 内网消息组件
                    Game.Scene.AddComponent <NetInnerComponent, string>(innerConfig.Address);

                    // 外网消息组件
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);

                    // manager server组件,用来管理其它进程使用
                    Game.Scene.AddComponent <AppManagerComponent>();
                    Game.Scene.AddComponent <RealmGateAddressComponent>();
                    Game.Scene.AddComponent <GateSessionKeyComponent>();

                    // 配置管理
                    Game.Scene.AddComponent <ConfigComponent>();

                    // recast寻路组件
                    Game.Scene.AddComponent <RecastPathComponent>();

                    //添加玩家组件(使用字典维护,可当做抽象化的玩家,处于不同的游戏流程会有不同的身份)
                    Game.Scene.AddComponent <PlayerComponent>();

                    //添加单位组件(这是游戏中物体的最小单元,继承自Entity)
                    Game.Scene.AddComponent <UnitComponent>();

                    Game.Scene.AddComponent <ConsoleComponent>();

                    //RealmGlobalComponent,增加在线组件,记录在线玩家
                    Game.Scene.AddComponent <OnlineComponent>();

                    //添加碰撞实例管理者 TODO 待优化,一场游戏一个碰撞实例管理者
                    Game.Scene.AddComponent <B2S_WorldColliderManagerComponent>();

                    //添加物理世界 TODO 待优化,一场游戏一个物理世界
                    Game.Scene.AddComponent <B2S_WorldComponent>();

                    //添加碰撞检测监听者 TODO 待优化,一场游戏一个碰撞检测监听者
                    Game.Scene.AddComponent <B2S_CollisionListenerComponent>();

                    //增加碰撞体数据仓库
                    Game.Scene.AddComponent <B2S_ColliderDataRepositoryComponent>();

                    Game.Scene.AddComponent <B2S_CollisionRelationRepositoryComponent>();

                    //增加英雄基础数据仓库组件
                    Game.Scene.AddComponent <HeroBaseDataRepositoryComponent>();
                    Game.Scene.AddComponent <CoroutineLockComponent>();

                    Game.Scene.AddComponent <NP_SyncComponent>();
                    Game.Scene.AddComponent <NP_TreeDataRepository>();
                    //战斗系统中的事件系统组件 TODO 待优化,一场游戏挂载一个战斗系统的事件系统
                    Game.Scene.AddComponent <BattleEventSystem>();
                    //增加Buff池组件
                    Game.Scene.AddComponent <BuffPoolComponent>();
                    break;

                case AppType.Benchmark:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <BenchmarkComponent, string>(clientConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketServer:
                    Game.Scene.AddComponent <NetOuterComponent, string>(outerConfig.Address);
                    break;

                case AppType.BenchmarkWebsocketClient:
                    Game.Scene.AddComponent <NetOuterComponent>();
                    Game.Scene.AddComponent <WebSocketBenchmarkComponent, string>(clientConfig.Address);
                    break;

                default:
                    throw new Exception($"命令行参数没有设置正确的AppType: {startConfig.AppType}");
                }

                //用于FixedUpdate
                FixedUpdate fixedUpdate = new FixedUpdate()
                {
                    UpdateCallback = () => Game.EventSystem.FixedUpdate()
                };

                while (true)
                {
                    try
                    {
                        Thread.Sleep(1);
                        OneThreadSynchronizationContext.Instance.Update();
                        Game.EventSystem.Update();
                        fixedUpdate.Tick();
                    }
                    catch (Exception e)
                    {
                        Log.Error(e);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }