Esempio n. 1
0
        public static List <object> Serialize(
            GameEntity playerEntity, EntityState state, GameSnapshot snapshot, SerializationContext context)
        {
            var levelEntity = playerEntity.Position.LevelEntity;

            if (state == EntityState.Added)
            {
                var serializedLevel = LevelSnapshot.Serialize(levelEntity, null, null, context);
                return(PlayerSnapshot.Serialize(playerEntity, state, null, serializedLevel, context));
            }
            else
            {
                if (!snapshot.SerializedLevels.TryGetValue(levelEntity.Id, out var serializedLevel))
                {
                    var position = playerEntity.Position;
                    var level    = context.DbContext.Entry(position).Property(p => p.LevelId);
                    serializedLevel = LevelSnapshot.Serialize
                                          (position.LevelEntity, level.IsModified
                            ? EntityState.Added
                            : state,
                                          snapshot.LevelSnapshots.GetValueOrDefault(levelEntity.Id), context);
                    snapshot.SerializedLevels[levelEntity.Id] = serializedLevel;
                }

                return(PlayerSnapshot.Serialize(
                           playerEntity, state, snapshot.PlayerSnapshots[playerEntity.Id], serializedLevel, context));
            }
        }
Esempio n. 2
0
        // TODO: Perf: Use change notifications instead
        public void Snapshot(GameDbContext dbContext, GameServices services)
        {
            SerializedLevels.Clear();
            var snapshotedLevels = new List <int>();

            var manager = dbContext.Manager;

            foreach (var playerEntity in manager.Players)
            {
                var           context       = new SerializationContext(dbContext, playerEntity, services);
                var           levelEntity   = playerEntity.Position.LevelEntity;
                LevelSnapshot levelSnapshot = null;
                if (!snapshotedLevels.Contains(levelEntity.Id))
                {
                    if (!LevelSnapshots.TryGetValue(levelEntity.Id, out levelSnapshot))
                    {
                        levelSnapshot = new LevelSnapshot();
                        LevelSnapshots[levelEntity.Id] = levelSnapshot;
                    }

                    levelSnapshot.Snapshot(levelEntity, context);
                    snapshotedLevels.Add(levelEntity.Id);
                }

                if (!PlayerSnapshots.TryGetValue(playerEntity.Id, out var playerSnapshot))
                {
                    playerSnapshot = new PlayerSnapshot();
                    PlayerSnapshots[playerEntity.Id] = playerSnapshot;
                }

                playerSnapshot.Snapshot(playerEntity, context);
            }

            if (snapshotedLevels.Count != LevelSnapshots.Count)
            {
                foreach (var levelId in LevelSnapshots.Keys.ToList())
                {
                    if (!snapshotedLevels.Contains(levelId))
                    {
                        LevelSnapshots.Remove(levelId);
                    }
                }
            }

            if (manager.Players.Count != PlayerSnapshots.Count)
            {
                foreach (var playerId in PlayerSnapshots.Keys.ToList())
                {
                    if (!manager.Players.ContainsEntity(playerId))
                    {
                        PlayerSnapshots.Remove(playerId);
                    }
                }
            }
        }
Esempio n. 3
0
        public static List <object> Serialize(
            GameEntity levelEntity, EntityState?state, LevelSnapshot snapshot, SerializationContext context)
        {
            var           manager = context.Manager;
            var           level   = levelEntity.Level;
            List <object> properties;

            switch (state)
            {
            case null:
            case EntityState.Added:
                var knownTerrain = new List <short>();
                for (short j = 0; j < level.KnownTerrain.Length; j++)
                {
                    var feature = level.KnownTerrain[j];
                    if (feature != (byte)MapFeature.Unexplored)
                    {
                        knownTerrain.Add(j);
                        knownTerrain.Add(feature);
                    }
                }

                var wallNeighbours = new List <short>();
                for (short j = 0; j < level.WallNeighbours.Length; j++)
                {
                    if (level.KnownTerrain[j] == (byte)MapFeature.Unexplored)
                    {
                        continue;
                    }

                    var neighbours = level.WallNeighbours[j] & (byte)DirectionFlags.Cross;
                    if (neighbours != (byte)DirectionFlags.None)
                    {
                        wallNeighbours.Add(j);
                        wallNeighbours.Add((byte)neighbours);
                    }
                }

                var visibleTerrain = new List <short>();
                for (short j = 0; j < level.VisibleTerrain.Length; j++)
                {
                    var visibility = level.VisibleTerrain[j];
                    if (visibility != 0)
                    {
                        visibleTerrain.Add(j);
                        visibleTerrain.Add(visibility);
                    }
                }

                properties = state == null
                        ? new List <object>(10)
                        : new List <object>(11)
                {
                    (int)state
                };

                properties.Add(GetActors(levelEntity, manager)
                               .Select(a => LevelActorSnapshot.Serialize(a, null, context)).ToList());
                properties.Add(GetItems(levelEntity, manager)
                               .Select(t => LevelItemSnapshot.Serialize(t, null, null, context)).ToList());
                properties.Add(GetConnections(levelEntity, manager)
                               .Select(c => ConnectionSnapshot.Serialize(c, null, context)).ToList());
                properties.Add(knownTerrain);
                properties.Add(wallNeighbours);
                properties.Add(visibleTerrain);
                properties.Add(level.BranchName);
                properties.Add(level.Depth);
                properties.Add(level.Width);
                properties.Add(level.Height);
                return(properties);

            default:
                var levelEntry = context.DbContext.Entry(level);
                properties = new List <object> {
                    (int)state
                };

                var i = 2;
                var serializedActors = GameTransmissionProtocol.Serialize(
                    GetActors(levelEntity, manager),
                    snapshot.ActorsSnapshot,
                    LevelActorSnapshot.Serialize,
                    context);
                if (serializedActors.Count > 0)
                {
                    properties.Add(i);
                    properties.Add(serializedActors);
                }

                i++;
                var serializedItems = GameTransmissionProtocol.Serialize(
                    GetItems(levelEntity, manager),
                    snapshot.ItemsSnapshot,
                    LevelItemSnapshot.Serialize,
                    context);
                if (serializedItems.Count > 0)
                {
                    properties.Add(i);
                    properties.Add(serializedItems);
                }

                i++;
                var serializedConnections = GameTransmissionProtocol.Serialize(
                    GetConnections(levelEntity, manager),
                    snapshot.ConnectionsSnapshot,
                    ConnectionSnapshot.Serialize,
                    context);
                if (serializedConnections.Count > 0)
                {
                    properties.Add(i);
                    properties.Add(serializedConnections);
                }

                if (levelEntry.State != EntityState.Unchanged)
                {
                    i++;
                    var wallNeighboursChanges = new List <object>();
                    var knownTerrainChanges   = new List <object>(level.KnownTerrainChanges.Count * 2);
                    if (level.KnownTerrainChanges.Count > 0)
                    {
                        foreach (var terrainChange in level.KnownTerrainChanges)
                        {
                            knownTerrainChanges.Add(terrainChange.Key);
                            knownTerrainChanges.Add(terrainChange.Value);

                            wallNeighboursChanges.Add(terrainChange.Key);
                            wallNeighboursChanges.Add(level.WallNeighbours[terrainChange.Key] &
                                                      (byte)DirectionFlags.Cross);
                        }
                    }

                    if (level.TerrainChanges.Count > 0)
                    {
                        foreach (var terrainChange in level.TerrainChanges)
                        {
                            if (level.VisibleTerrain[terrainChange.Key] == 0)
                            {
                                continue;
                            }

                            knownTerrainChanges.Add(terrainChange.Key);
                            knownTerrainChanges.Add(terrainChange.Value);
                        }
                    }

                    if (knownTerrainChanges.Count > 0)
                    {
                        properties.Add(i);
                        properties.Add(knownTerrainChanges);
                    }

                    i++;
                    if (level.WallNeighboursChanges.Count > 0)
                    {
                        foreach (var wallNeighboursChange in level.WallNeighboursChanges)
                        {
                            if (level.VisibleTerrain[wallNeighboursChange.Key] == 0)
                            {
                                continue;
                            }

                            wallNeighboursChanges.Add(wallNeighboursChange.Key);
                            wallNeighboursChanges.Add(wallNeighboursChange.Value & (byte)DirectionFlags.Cross);
                        }
                    }

                    if (wallNeighboursChanges.Count > 0)
                    {
                        properties.Add(i);
                        properties.Add(wallNeighboursChanges);
                    }

                    i++;
                    if (level.VisibleTerrainChanges.Count > 0)
                    {
                        properties.Add(i);
                        var changes = new object[level.VisibleTerrainChanges.Count * 2];
                        var j       = 0;
                        foreach (var visibleTerrainChange in level.VisibleTerrainChanges)
                        {
                            changes[j++] = visibleTerrainChange.Key;
                            changes[j++] = visibleTerrainChange.Value;
                        }

                        properties.Add(changes);
                    }
                }

                return(properties.Count > 1 ? properties : null);
            }
        }