internal Client(INetworkClient client, MatchConfig config) : base(client, config) { CurrentInput = new MatchInput(config); InputContext = new MatchInputContext(CurrentInput); NetworkClient.OnRecievedInputs += OnRecievedInputs; NetworkClient.OnRecievedState += OnRecievedState; }
internal Client(INetworkClient client, MatchConfig config) : base(client, config) { NetworkClient.OnRecievedState += OnRecievedState; NetworkClient.OnRecievedInputs += OnRecievedInputs; InputContext = new MatchInputContext(config); InputHistory = new InputHistory <MatchInput>(new MatchInput(config)); NetworkConfig = Config.Get <NetworkConfig>(); InputSendTimer = 0; }
internal Server(INetworkServer server, MatchConfig config) : base(server, config) { NetworkServer.ReceivedInputs += OnRecievedInputs; NetworkServer.PlayerRemoved += OnRemovePlayer; InputContext = new MatchInputContext(config); InputHistory = new InputHistory <MatchInput>(new MatchInput(config)); NetworkConfig = Config.Get <NetworkConfig>(); ClientTimesteps = new Dictionary <int, uint>(); StateSendTimer = 0; }
internal Server(INetworkServer server, MatchConfig config) : base(server, config) { NetworkServer.ReceivedInputs += OnRecievedInputs; InputContext = new MatchInputContext(config); LatestInput = new MatchInput[1]; LatestInput[0] = new MatchInput(config); InputHistory = new InputHistory <MatchInput>(LatestInput[0]); NetworkConfig = Config.Get <NetworkConfig>(); ClientTimesteps = new Dictionary <uint, uint>(); StateSendTimer = 0; }
public void Simulate_each_simulate_decreases_remaining_time() { var timeMatchRule = new TimeMatchRule(); var config = new MatchConfig { Stocks = 5, PlayerConfigs = new PlayerConfig[4] }; var state = new MatchState(config) { Time = 100 }; var input = new MatchInput(config); var inputContext = new MatchInputContext(input); Assert.AreEqual(99, timeMatchRule.Simulate(state, inputContext).Time); }
public virtual void Simulate(ref MatchState state, MatchInputContext input) { }
public MatchState Simulate(MatchState state, MatchInputContext input) { state.Time--; return(state); }
public override void Simulate(ref MatchState state, MatchInputContext input) { state.Time--; }
public MatchState Simulate(MatchState state, MatchInputContext input) => state;
public virtual MatchState Simulate(MatchState state, MatchInputContext input) { return(state); }