Esempio n. 1
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        public void PostDepacketize(IReadablePacket packet)
        {
            if (_depacketizer == null)
            {
                throw new InvalidOperationException("No deserializer specified.");
            }

            _cells.Clear();
            var cellCount = packet.ReadInt32();

            for (var i = 0; i < cellCount; ++i)
            {
                var cellId = packet.ReadUInt64();
                var tree   = new Collections.DynamicQuadTree <T>(
                    _maxEntriesPerNode,
                    _minNodeBounds,
                    _boundExtension,
                    _movingBoundMultiplier,
                    _packetizer,
                    _depacketizer);
                packet.ReadPacketizableInto(tree);
                _cells.Add(cellId, tree);
            }

            _entryBounds.Clear();
            var entryCount = packet.ReadInt32();

            for (var i = 0; i < entryCount; ++i)
            {
                var        key = _depacketizer(packet);
                TRectangle value;
                packet.Read(out value);
                _entryBounds[key] = value;
            }
        }
Esempio n. 2
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        public void Depacketize(IReadablePacket packet)
        {
            ComponentsToDisable.Clear();
            var componentCount = packet.ReadInt32();

            for (var i = 0; i < componentCount; i++)
            {
                ComponentsToDisable.Add(packet.ReadInt32());
            }
        }
Esempio n. 3
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        /// <summary>Reads a rectangle value.</summary>
        /// <param name="packet">The packet.</param>
        /// <returns>The read value.</returns>
        /// <exception cref="PacketException">The packet has not enough available data for the read operation.</exception>
        public static Rectangle ReadRectangle(this IReadablePacket packet)
        {
            Rectangle result;

            result.X      = packet.ReadInt32();
            result.Y      = packet.ReadInt32();
            result.Width  = packet.ReadInt32();
            result.Height = packet.ReadInt32();
            return(result);
        }
Esempio n. 4
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        public void Depacketize(IReadablePacket packet)
        {
            Targets.Clear();
            var targetCount = packet.ReadInt32();

            for (var i = 0; i < targetCount; i++)
            {
                Targets.Add(packet.ReadInt32());
            }
        }
Esempio n. 5
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        public void Depacketize(IReadablePacket packet)
        {
            _reusableIds.Clear();
            var reusableIdCount = packet.ReadInt32();

            for (var i = 0; i < reusableIdCount; i++)
            {
                _reusableIds.Add(packet.ReadInt32());
            }
        }
Esempio n. 6
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        public void Depacketize(IReadablePacket packet)
        {
            _cellSpawns.Clear();
            var spawnCount = packet.ReadInt32();

            for (var i = 0; i < spawnCount; i++)
            {
                var id    = packet.ReadUInt64();
                var count = packet.ReadInt32();
                _cellSpawns.Add(Tuple.Create(id, count));
            }
        }
Esempio n. 7
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        public void Depacketize(IReadablePacket packet)
        {
            _cooldowns.Clear();
            var cooldownsCount = packet.ReadInt32();

            for (var i = 0; i < cooldownsCount; i++)
            {
                var key   = packet.ReadInt32();
                var value = packet.ReadInt32();
                _cooldowns.Add(key, value);
            }
        }
Esempio n. 8
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        /// <summary>Reads a far value.</summary>
        /// <param name="packet">The packet to read from.</param>
        /// <returns>The read value.</returns>
        /// <exception cref="PacketException">The packet has not enough available data for the read operation.</exception>
        public static FarValue ReadFarValue(this IReadablePacket packet)
        {
            var segment = packet.ReadInt32();
            var offset  = packet.ReadSingle();

            return(new FarValue(segment, offset));
        }
Esempio n. 9
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 public void Depacketize(IReadablePacket packet)
 {
     for (var i = 0; i < _squadIds.Count; i++)
     {
         var id   = packet.ReadInt32();
         var data = _squads[id] = new SquadData();
         data.Formation = packet.ReadPacketizableWithTypeInfo <AbstractFormation>();
         data.Cache     = new FormationCache(data.Formation);
         data.Spacing   = packet.ReadSingle();
         var count = packet.ReadInt32();
         for (var j = 0; j < count; j++)
         {
             data.Members.Add(packet.ReadInt32());
         }
     }
 }
Esempio n. 10
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        public void Depacketize(IReadablePacket packet)
        {
            _changedShape.Clear();
            var changedShapeCount = packet.ReadInt32();

            for (var i = 0; i < changedShapeCount; i++)
            {
                _changedShape.Add(packet.ReadInt32());
            }

            _changedMass.Clear();
            var changedMassCount = packet.ReadInt32();

            for (var i = 0; i < changedMassCount; i++)
            {
                _changedMass.Add(packet.ReadInt32());
            }
        }
Esempio n. 11
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        public void Depacketize(IReadablePacket packet)
        {
            _items.Clear();
            var capacity = packet.ReadInt32();

            _items.Capacity = capacity;
            for (var i = 0; i < capacity; i++)
            {
                _items.Add(0);
            }

            var itemCount = packet.ReadInt32();

            for (var i = 0; i < itemCount; i++)
            {
                var index = packet.ReadInt32();
                _items[index] = packet.ReadInt32();
            }
        }
Esempio n. 12
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        public void Depacketize(IReadablePacket packet)
        {
            // Unwrap the trailing state and mirror it to all the newer ones.
            packet.ReadPacketizableInto(_simulations[_simulations.Length - 1]);
            MirrorSimulation(_simulations[_simulations.Length - 1], _simulations.Length - 2);

            // Find adds / removes / commands that our out of date now, but keep
            // newer ones (that might be locally generated).
            PrunePastEvents();

            // Continue with reading the list of removes.
            var removeCount = packet.ReadInt32();

            for (var removeIndex = 0; removeIndex < removeCount; ++removeIndex)
            {
                var key = packet.ReadInt64();
                if (!_removes.ContainsKey(key))
                {
                    _removes.Add(key, new List <int>());
                }
                var valueCount = packet.ReadInt32();
                for (var valueIndex = 0; valueIndex < valueCount; ++valueIndex)
                {
                    _removes[key].Add(packet.ReadInt32());
                }
            }

            // And finally the commands.
            var commandCount = packet.ReadInt32();

            for (var commandIndex = 0; commandIndex < commandCount; ++commandIndex)
            {
                var key = packet.ReadInt64();
                if (!_commands.ContainsKey(key))
                {
                    _commands.Add(key, new List <Command>());
                }
                _commands[key].AddRange(packet.ReadPacketizablesWithTypeInfo <Command>());
            }

            // Got a valid state.
            WaitingForSynchronization = false;
        }
Esempio n. 13
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        public void Depacketize(IReadablePacket packet)
        {
            var attributeCount = packet.ReadInt32();

            for (var i = 0; i < attributeCount; i++)
            {
                var type  = (AttributeType)packet.ReadByte();
                var value = packet.ReadSingle();
                Attributes.Add(type, value);
            }
            Projectiles = packet.ReadPacketizables <ProjectileFactory>();
        }
Esempio n. 14
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        /// <summary>
        ///     Corresponds to <c>PacketizeLocal</c>, only reads own data and leaves the base class alone.
        /// </summary>
        /// <param name="packet">The packet to read from.</param>
        public void DepacketizeLocal(IReadablePacket packet)
        {
            var baseAttributeCount = packet.ReadInt32();

            for (var i = 0; i < baseAttributeCount; i++)
            {
                var key   = (TAttribute)Enum.Parse(typeof(TAttribute), packet.ReadString());
                var value = packet.ReadSingle();
                _baseAttributes[key] = value;
            }
            var modifiedAttributeCount = packet.ReadInt32();

            for (var i = 0; i < modifiedAttributeCount; i++)
            {
                var key    = (TAttribute)Enum.Parse(typeof(TAttribute), packet.ReadString());
                var values = new float[2];
                values[0] = packet.ReadSingle();
                values[1] = packet.ReadSingle();
                _modifiedAttributes[key] = values;
            }
        }
Esempio n. 15
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        public void Depacketize(IReadablePacket packet)
        {
            _cellInfo.Clear();
            var cellCount = packet.ReadInt32();

            for (var i = 0; i < cellCount; i++)
            {
                var key   = packet.ReadUInt64();
                var value = packet.ReadPacketizable <CellInfo>();
                _cellInfo.Add(key, value);
            }
        }
Esempio n. 16
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        public void PostDepacketize(IReadablePacket packet)
        {
            // Restore entity objects (which we use for faster lookup of components
            // on an entity). This in particular re-creates empty entities, i.e.
            // entities with no components.
            foreach (var entityId in _entityIds)
            {
                _entities[entityId] = AllocateEntity();
            }

            // Read back all components.
            var componentCount = packet.ReadInt32();

            for (var i = 0; i < componentCount; ++i)
            {
                var type      = packet.ReadType();
                var component = AllocateComponent(type);
                packet.ReadPacketizableInto(component);
                component.Manager         = this;
                _components[component.Id] = component;
                _entities[component.Entity].Add(component);
            }

            // Read back all systems.
            var systemCount = packet.ReadInt32();

            for (var i = 0; i < systemCount; ++i)
            {
                var type     = packet.ReadType();
                var instance = _systemsByTypeId[GetSystemTypeId(type)];
                Debug.Assert(instance != null);
                packet.ReadPacketizableInto(instance);
            }

            // All done, send message to allow post-processing, e.g. for fetching
            // their components again, which is why this has to come last.
            Initialize message;

            SendMessage(message);
        }
Esempio n. 17
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        public void Depacketize(IReadablePacket packet)
        {
            foreach (var tree in _trees.Where(tree => tree != null))
            {
                tree.Clear();
            }
            foreach (var changed in _changed.Where(changed => changed != null))
            {
                changed.Clear();
            }

            var indexCount = packet.ReadInt32();

            for (var i = 0; i < indexCount; ++i)
            {
                var index = packet.ReadInt32();

                if (_trees[index] == null)
                {
#if FARMATH
                    _trees[index] = new FarCollections.SpatialHashedQuadTree <int>(_maxEntriesPerNode, _minNodeBounds, 0.1f, 2f, (p, v) => p.Write(v), p => p.ReadInt32());
#else
                    _trees[index] = new DynamicQuadTree <int>(_maxEntriesPerNode, _minNodeBounds, 0.1f, 2f, (p, v) => p.Write(v), p => p.ReadInt32());
#endif
                }
                if (_changed[index] == null)
                {
                    _changed[index] = new HashSet <int>();
                }

                packet.ReadPacketizableInto(_trees[index]);

                var changedCount = packet.ReadInt32();
                for (var j = 0; j < changedCount; ++j)
                {
                    _changed[index].Add(packet.ReadInt32());
                }
            }
        }
Esempio n. 18
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        public void Depacketize(IReadablePacket packet)
        {
            _newCollisions.Clear();
            var newCollisionCount = packet.ReadInt32();

            for (var i = 0; i < newCollisionCount; ++i)
            {
                var key   = packet.ReadUInt64();
                var value = packet.ReadPacketizable <NewCollisionInfo>();
                _newCollisions.Add(key, value);
            }

            _activeCollisions.Clear();
            var activeCollisionCount = packet.ReadInt32();

            for (var i = 0; i < activeCollisionCount; ++i)
            {
                var key   = packet.ReadUInt64();
                var value = packet.ReadPacketizable <ActiveCollisionInfo>();
                _activeCollisions.Add(key, value);
            }
        }
Esempio n. 19
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        public void Depacketize(IReadablePacket packet)
        {
            _livingCells.Clear();
            var livingCellCount = packet.ReadInt32();

            for (var i = 0; i < livingCellCount; i++)
            {
                _livingCells.Add(packet.ReadUInt64());
            }
            _pendingCells.Clear();
            var pendingCellCount = packet.ReadInt32();

            for (var i = 0; i < pendingCellCount; i++)
            {
                var cell  = packet.ReadUInt64();
                var frame = packet.ReadInt64();
                _pendingCells.Add(cell, frame);
            }

            _livingSubCells.Clear();
            var livingSubCellCount = packet.ReadInt32();

            for (var i = 0; i < livingSubCellCount; i++)
            {
                _livingSubCells.Add(packet.ReadUInt64());
            }
            _pendingSubCells.Clear();
            var pendingSubCellCount = packet.ReadInt32();

            for (var i = 0; i < pendingSubCellCount; i++)
            {
                var cell  = packet.ReadUInt64();
                var frame = packet.ReadInt64();
                _pendingSubCells.Add(cell, frame);
            }
        }
Esempio n. 20
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        public void Depacketize(IReadablePacket packet)
        {
            _currentBehaviors.Clear();
            var behaviorCount = packet.ReadInt32();

            for (var i = 0; i < behaviorCount; i++)
            {
                _currentBehaviors.Push((BehaviorType)packet.ReadByte());
            }

            foreach (var behaviorType in _behaviors.Keys)
            {
                var behavior = _behaviors[behaviorType];
                packet.ReadPacketizableInto(behavior);
            }
        }
Esempio n. 21
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        private static T[] ReadPacketizables <T>(this IReadablePacket packet, Func <IReadablePacket, T> reader)
            where T : class
        {
            var packetizableCount = packet.ReadInt32();

            if (packetizableCount < 0)
            {
                return(null);
            }

            var result = new T[packetizableCount];

            for (var i = 0; i < packetizableCount; i++)
            {
                result[i] = reader(packet);
            }
            return(result);
        }
Esempio n. 22
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 public static IReadablePacket Read(this IReadablePacket packet, out int data)
 {
     data = packet.ReadInt32();
     return(packet);
 }
Esempio n. 23
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        /// <summary>Got some data via our TCP connection, so it's from the server.</summary>
        private void HandleTcpData(SessionMessage type, IReadablePacket packet)
        {
            switch (type)
            {
            case SessionMessage.JoinResponse:
                // Got a reply from a server for a join response.
                if (ConnectionState == ClientState.Connecting)
                {
                    // Get our number.
                    _localPlayerNumber = packet.ReadInt32();

                    // Get info about other players in the session.
                    PlayerCount = packet.ReadInt32();

                    // Maximum number of players in the session?
                    MaxPlayers = packet.ReadInt32();

                    // Sanity checks.
                    if (_localPlayerNumber < 0 || PlayerCount < 0 || MaxPlayers < 0 || MaxPlayers < PlayerCount ||
                        _localPlayerNumber >= MaxPlayers)
                    {
                        throw new PacketException("Inconsistent session info.");
                    }

                    // Allocate array for the players in the session.
                    Players = new Player[MaxPlayers];

                    // Get other game relevant data.
                    using (var joinData = packet.ReadPacketizable <Packet>())
                    {
                        // Get info on players already in the session, including us.
                        for (var i = 0; i < PlayerCount; i++)
                        {
                            // Get player number.
                            var playerNumber = packet.ReadInt32();

                            // Sanity checks.
                            if (playerNumber < 0 || playerNumber >= MaxPlayers || Players[playerNumber] != null)
                            {
                                throw new PacketException("Invalid player number.");
                            }

                            // Get player name.
                            var playerName = packet.ReadString();

                            // Get additional player data.
                            var playerData = packet.ReadPacketizable <TPlayerData>();

                            // All OK, add the player.
                            Players[playerNumber] = new Player(playerNumber, playerName, playerData);
                        }

                        // New state :)
                        ConnectionState = ClientState.Connected;

                        if (_tcp != null)
                        {
                            Logger.Debug(
                                "Successfully joined game at '{0}'.",
                                (IPEndPoint)_tcp.Client.RemoteEndPoint);
                        }
                        else
                        {
                            Logger.Debug("Successfully joined local game.");
                        }

                        // OK, let the program know.
                        OnJoinResponse(new JoinResponseEventArgs(joinData));
                    }

                    // Also, fire one join event for each player in the game. Except for
                    // the local player, because that'll likely need special treatment anyway.
                    foreach (var player in AllPlayers)
                    {
                        if (!player.Equals(LocalPlayer))
                        {
                            OnPlayerJoined(new PlayerEventArgs(player));
                        }
                    }
                }
                break;

            case SessionMessage.PlayerJoined:
                // Some player joined the session.
                if (ConnectionState == ClientState.Connected)
                {
                    // Get player number.
                    var playerNumber = packet.ReadInt32();

                    // Sanity checks.
                    if (playerNumber < 0 || playerNumber >= MaxPlayers || Players[playerNumber] != null)
                    {
                        throw new PacketException("Invalid player number.");
                    }

                    // Get player name.
                    var playerName = packet.ReadString();

                    // Get additional player data.
                    var playerData = packet.ReadPacketizable <TPlayerData>();

                    // All OK, add the player.
                    Players[playerNumber] = new Player(playerNumber, playerName, playerData);

                    // The the local program about it.
                    OnPlayerJoined(new PlayerEventArgs(Players[playerNumber]));
                }
                break;

            case SessionMessage.PlayerLeft:
                // Some player left the session.
                if (ConnectionState == ClientState.Connected)
                {
                    // Get player number.
                    var playerNumber = packet.ReadInt32();

                    // Sanity checks.
                    if (!HasPlayer(playerNumber))
                    {
                        throw new PacketException("Invalid player number.");
                    }

                    if (playerNumber == _localPlayerNumber)
                    {
                        // We were removed from the game.
                        Reset();
                    }
                    else
                    {
                        // OK, remove the player.
                        var player = Players[playerNumber];
                        Players[playerNumber] = null;

                        // Tell the local program about it.
                        OnPlayerLeft(new PlayerEventArgs(player));
                    }
                }
                break;

            case SessionMessage.Data:
                // Custom data, just forward it if we're in a session.
                if (ConnectionState == ClientState.Connected)
                {
                    OnData(new ClientDataEventArgs(packet, true));
                }
                break;

            default:
                // Ignore everything else.
                Logger.Trace("Unknown SessionMessage via TCP: {0}.", type);
                break;
            }
        }