Esempio n. 1
0
 public GameState Apply(GameState fromState)
 {
     if (fromState.Sequence != FromSequence)
         throw new Exception("Cannot apply GameStateDelta. Sequence incorrect.");
     byte[] fromBuffer = fromState.GetSerializedDataStream().ToArray();
     var toStream = new MemoryStream();
     BinaryPatchUtility.Apply(new MemoryStream(fromBuffer), () => new MemoryStream(deltaBytes.ToArray()),
                              toStream);
     toStream.Seek(0, SeekOrigin.Begin);
     return (GameState) Serializer.Deserialize(toStream);
 }
Esempio n. 2
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 public void Create(GameState fromState, GameState toState)
 {
     Sequence = toState.Sequence;
     FromSequence = fromState.Sequence;
     BinaryPatchUtility.Create(fromState.GetSerializedDataBuffer(), toState.GetSerializedDataBuffer(), deltaBytes);
 }
Esempio n. 3
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 public static GameState Patch(GameState fromState, GameStateDelta delta)
 {
     return delta.Apply(fromState);
 }
Esempio n. 4
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 public static GameStateDelta Delta(GameState fromState, GameState toState)
 {
     var delta = new GameStateDelta();
     delta.Sequence = toState.Sequence;
     delta.Create(fromState, toState);
     return delta;
 }
Esempio n. 5
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        public void SendGameStateUpdate(bool force = false, bool forceFullState = false)
        {
            //Obey the updates per second limit
            TimeSpan elapsed = Time - _lastStateTime;
            if (force || elapsed.TotalMilliseconds > (1000/updateRate))
            {
                //Save last state time
                _lastStateTime = Time;
                //Create a new GameState object
                var stateManager = IoCManager.Resolve<IGameStateManager>();
                var state = new GameState(++_lastState);
                if (EntityManager != null)
                    state.EntityStates = EntityManager.GetEntityStates();
                state.PlayerStates = IoCManager.Resolve<IPlayerManager>().GetPlayerStates();
                stateManager.Add(state.Sequence, state);

                //LogManager.Log("Update " + _lastState + " sent.");
                List<NetConnection> connections = IoCManager.Resolve<ISS13NetServer>().Connections;
                if (connections.Count == 0)
                {
                    //No clients -- don't send state
                    _oldestAckedState = _lastState;
                    stateManager.Clear();
                }
                else
                {
                    foreach (
                        NetConnection c in
                            IoCManager.Resolve<ISS13NetServer>().Connections.Where(
                                c => c.Status == NetConnectionStatus.Connected))
                    {
                        IPlayerSession session = IoCManager.Resolve<IPlayerManager>().GetSessionByConnection(c);
                        if (session == null || (session.status != SessionStatus.InGame && session.status != SessionStatus.InLobby))
                            continue;
                        NetOutgoingMessage stateMessage = IoCManager.Resolve<ISS13NetServer>().CreateMessage();
                        uint lastStateAcked = stateManager.GetLastStateAcked(c);
                        if (lastStateAcked == 0)// || forceFullState)
                        {
                            int length = state.WriteStateMessage(stateMessage);
                            //LogManager.Log("Full state of size " + length + " sent to " + c.RemoteUniqueIdentifier);
                        }
                        else
                        {
                            stateMessage.Write((byte) NetMessage.StateUpdate);
                            GameStateDelta delta = stateManager.GetDelta(c, _lastState);
                            delta.WriteDelta(stateMessage);
                            //LogManager.Log("Delta of size " + delta.Size + " sent to " + c.RemoteUniqueIdentifier);
                        }

                        IoCManager.Resolve<ISS13NetServer>().SendMessage(stateMessage, c, NetDeliveryMethod.Unreliable);
                    }
                }
                stateManager.Cull();
            }
        }