public NetworkSystems(IMessageSender messageSender, IConnectionlessMessageSender connectionlessMessageSender, MessagePool messagePool, IConnectionManager connectionManager, TransportGroupRouter groupRouter, MessageRouter defaultMessageRouter, ReplicatedObjectStore objectStore, IReadOnlyDictionary <Type, MessageType> messageTypes, IReadOnlyDictionary <Type, MessageType> objectMessageTypes, Replicator replicator, ObjectMessageParser objectMessageParser) { _messageSender = messageSender; _messagePool = messagePool; _connectionlessMessageSender = connectionlessMessageSender; _connectionManager = connectionManager; _groupRouter = groupRouter; _defaultMessageRouter = defaultMessageRouter; _objectStore = objectStore; _objectMessageParser = objectMessageParser; _objectMessageTypes = objectMessageTypes; _messageTypes = messageTypes; _replicator = replicator; }
public static NetworkSystems Create( IConnectionTransporter transporter, IConnectionlessTransporter connectionlessTransporter, TransportRouterConfig groupRouterConfig, IDictionary <ObjectType, GameObject> replicationPrefabs, IMessageSender messageSender, IConnectionManager connectionManager) { ILatencyInfo latencyInfo = transporter; var networkMessageTypes = MessageExtensions.GenerateNetworkIds(MessageExtensions.GetNetworkMessageTypes()); var objectMessageTypes = MessageExtensions.GenerateNetworkIds(MessageExtensions.GetObjectMessageTypes()); var connectionlessMessageSender = new ConnectionlessMessageSender(connectionlessTransporter); var messagePool = new MessagePool(MessageExtensions.CreateMessagePools(networkMessageTypes)); var objectMessagePools = MessageExtensions.CreateMessagePools(objectMessageTypes); var groupRouter = new TransportGroupRouter(transporter, groupRouterConfig); Func <ObjectMessageRouter> objectMessageDispatcherFactory = () => new ObjectMessageRouter(latencyInfo, objectMessageTypes); var networkMessagePool = new BasicObjectPool <ReplicatedObjectStore.ObjectMessageSender.MulticastNetworkMessage>( pool => new ReplicatedObjectStore.ObjectMessageSender.MulticastNetworkMessage(pool, networkMessageTypes[typeof(BasicMessage.ToObject)])); var objectMessageSenderFactory = ReplicatedObjectStore.ObjectMessageSender.CreateFactory( messageSender, groupRouter, new TransportGroupId(2), networkMessagePool); var objectDependencies = new List <object> { latencyInfo }; foreach (var pool in objectMessagePools) { objectDependencies.Add(pool.Value); } var replicationDecorator = ReplicatedObjectStore.GameObjectReplicationDecorator(objectMessageDispatcherFactory, objectMessageSenderFactory, objectDependencies, objectMessageTypes); var replicatedObjectPools = replicationPrefabs .Select(kvPair => new KeyValuePair <ObjectType, Func <GameObject> >(kvPair.Key, kvPair.Value.ToFactory())) .ToDictionary(kvPair => kvPair.Key, kvPair => kvPair.Value); int replicatedObjectCapacity = 256; var objectMessageParser = new ObjectMessageParser(objectMessageTypes); var replicatedObjectStore = new ReplicatedObjectStore(objectMessageParser, replicatedObjectPools, replicationDecorator, replicatedObjectCapacity); return(new NetworkSystems( messageSender, connectionlessMessageSender, messagePool, connectionManager, groupRouter, replicatedObjectStore, networkMessageTypes)); }
public static Action <MessageMetaData, BasicMessage.ToObject, NetBuffer> ToObject( ObjectMessageParser messageParser, ReplicatedObjectStore objectStore) { return((metadata, message, reader) => { var objectMessage = messageParser.Parse(reader); //Debug.Log("receiving message of type " + objectMessage.Content.GetType() + " for " + message.ReceiverId); objectStore.DispatchMessage(metadata.ConnectionId, message.ReceiverId, objectMessage, metadata.SequenceNumber, metadata.Latency); }); }
public ReplicatedObjectStore( ObjectMessageParser objectMessageParser, IDictionary <ObjectType, Func <GameObject> > objectFactories, Func <GameObject, IReplicatedObjectDatabase, ReplicatedObject> replicationDecorator, int initialInstanceCapacity = 256) { _objectMessageParser = objectMessageParser; // TODO Rewrite to use fast ArrayDictionary _objectPools = new Dictionary <ObjectType, IObjectPool <ReplicatedObject> >(); foreach (var objectFactory in objectFactories) { _objectPools[objectFactory.Key] = CreateReplicatedPool(replicationDecorator, this, objectFactory.Value); } _replicationDecorator = replicationDecorator; _objectIds = new List <ObjectId>(initialInstanceCapacity); _instances = new IPooledObject <ReplicatedObject> [initialInstanceCapacity]; }
public static Action <MessageMetaData, BasicMessage.CreateObject, NetBuffer> CreateObject( ObjectMessageParser messageParser, ReplicatedObjectStore objectStore) { return((metadata, message, reader) => { var instance = objectStore.Instantiate(message.ObjectType, message.ObjectRole, message.ObjectId, metadata.ConnectionId, message.Position, message.Rotation); var bytesRead = 0; while (bytesRead < message.AdditionalData.WriterPosition()) { var objectMessage = messageParser.Parse(message.AdditionalData); bytesRead = message.AdditionalData.ReaderPosition(); objectStore.DispatchMessage(metadata.ConnectionId, message.ObjectId, objectMessage, new SequenceNumber(1), metadata.Latency); } objectStore.Activate(instance); }); }
public Replicator( ReplicatedObjectStore store, IConnectionGroup connectionGroup, NetworkReplicator networkReplicator, ObjectMessageParser messageParser, int growth = 256) { var initialCapacity = (int)store.Capacity; _initialStateBuffer = new NetBuffer(); _currentCapacity = 0; _growth = growth; _messageParser = messageParser; _store = store; _unusedObjectIds = new Queue <ObjectId>(initialCapacity); _networkReplicator = networkReplicator; GenerateAdditionalObjectIds(initialCapacity); _connectionGroup = connectionGroup; _connectionGroup.PeerJoined += PeerJoined; _connectionGroup.PeerLeft += PeerLeft; }
public static NetworkSystems Create( IConnectionTransporter transporter, IConnectionlessTransporter connectionlessTransporter, TransportRouterConfig groupRouterConfig, TransportGroupId objectGroupId, IReadOnlyDictionary <ObjectType, Func <GameObject> > replicatedObjectPools, IMessageSender messageSender, IConnectionManager connectionManager, ILatencyInfo latencyInfo, DependencyContainer globalDependencies) { var connectionlessMessageSender = new ConnectionlessMessageSender(connectionlessTransporter); var messagePools = MessageTypes.CreateMessagePool(MessageTypes.NetworkMessageTypes); var objectMessagePools = MessageTypes.CreateMessagePool(MessageTypes.ObjectMessageTypes); var objectMessageParser = new ObjectMessageParser(MessageTypes.ObjectMessageTypes); var dependencies = globalDependencies.Copy(); dependencies.AddDependency("latencyInfo", latencyInfo); foreach (var pool in messagePools.Pools) { dependencies.AddDependency(pool.ToString(), pool); } foreach (var pool in objectMessagePools.Pools) { dependencies.AddDependency(pool.ToString(), pool); } var groupRouter = new TransportGroupRouter(transporter, groupRouterConfig); Func <GameObject, ObjectMessageRouter> objectMessageDispatcherFactory = gameObject => new ObjectMessageRouter(MessageTypes.ObjectMessageTypes, gameObject); var networkMessagePool = new BasicObjectPool <ReplicatedObjectStore.ObjectMessageSender.MulticastNetworkMessage>( pool => new ReplicatedObjectStore.ObjectMessageSender.MulticastNetworkMessage(pool, MessageTypes.NetworkMessageTypes[typeof(BasicMessage.ToObject)])); var objectMessageSenderFactory = ReplicatedObjectStore.ObjectMessageSender.CreateFactory( messageSender, groupRouter, objectGroupId, networkMessagePool); var replicationDecorator = ReplicatedObjectStore.GameObjectReplicationDecorator(objectMessageDispatcherFactory, objectMessageSenderFactory, dependencies, MessageTypes.ObjectMessageTypes); int replicatedObjectCapacity = 256; var replicatedObjectStore = new ReplicatedObjectStore(replicatedObjectPools, replicationDecorator, replicatedObjectCapacity); var replicator = new Replicator(replicatedObjectStore, groupRouter.GetConnectionGroup(objectGroupId), new NetworkReplicator(messageSender, messagePools), objectMessageParser); var defaultMessageRouter = new MessageRouter(MessageTypes.NetworkMessageTypes, latencyInfo); groupRouter.SetDataHandler(groupRouterConfig.DefaultGroup, defaultMessageRouter); return(new NetworkSystems( messageSender, connectionlessMessageSender, messagePools, connectionManager, groupRouter, defaultMessageRouter, replicatedObjectStore, MessageTypes.NetworkMessageTypes, MessageTypes.ObjectMessageTypes, replicator, objectMessageParser)); }