public void StartMachine(ICoroutineScheduler scheduler, DependencyContainer globalDependencies) { #region Networking var gameSettings = _gameSettingsProvider.ActiveSettings; var networking = GameObject.Find("Networking"); var lidgrenTransporter = networking.GetComponentInChildren <LidgrenNetworkTransporter>(); var networkMessageSender = networking.GetComponentInChildren <QueueingMessageSender>(); networkMessageSender.Transporter = lidgrenTransporter; var connectionIdPool = new ConnectionIdPool(maxConnectionIds: 64); //var connectionManager = new DefaultConnectionManager(lidgrenTransporter, connectionIdPool); var natFacilitatorEndpoint = Ipv4Endpoint.Parse(gameSettings.Other.NatFacilitatorEndpoint).ToIpEndPoint(); var natFacilitatorConnection = new LidgrenNatFacilitatorConnection(natFacilitatorEndpoint, lidgrenTransporter); var natPunchClient = new LidgrenNatPunchClient(scheduler, natFacilitatorConnection); var connectionAttemptTimeout = gameSettings.Other.ConnectionAttemptTimeout; var natPunchConnectionManager = new LidgrenPunchThroughFacilitator(lidgrenTransporter, scheduler, natPunchClient, connectionAttemptTimeout, connectionIdPool); lidgrenTransporter.ConnectionIdPool = connectionIdPool; var latencyInfo = new LatencyInfo(connectionIdPool.MaxConnectionIds); var groupRouterConfig = ConnectionGroups.RouterConfig; var networkSystems = NetworkSystem.Create( lidgrenTransporter, lidgrenTransporter, groupRouterConfig, ConnectionGroups.Default, ReplicationObjects.Factories, networkMessageSender, natPunchConnectionManager, latencyInfo, globalDependencies); var voloServer = networking.GetComponentInChildren <VoloNetworkServer>(); voloServer.NetworkSystems = networkSystems; voloServer.NatFacilitatorConnection = natFacilitatorConnection; var voloClient = networking.GetComponentInChildren <VoloNetworkClient>(); voloClient.NetworkSystems = networkSystems; voloClient.LatencyInfo = latencyInfo; var activeNetwork = new ActiveNetwork(networkSystems, voloServer, voloClient, scheduler); _playingData.ActiveNetwork = activeNetwork; _mainMenuData.ActiveNetwork = activeNetwork; _serverBrowserData.ActiveNetwork = activeNetwork; /* * Create lean and mean main menu system that allows a player to choose between single and multiplayer * * Notes: * - Keep as much logic that is generic to both single and multiplayer generic. Don't make a special code path * for singleplayer unless it is a feature that is only available in singleplayer. * - Options menu should be as game independent as possible, not relying on a specific singleplayer state for example. * - State machine transitions should also become separate states such that we can handle them in a better, cleaner way * * * Case 1: Single player game * - Boot game, start singleplayer, fly for one round, quit game * - On boot: create instance of a network system * - Pass network system into the state machine * - When going into the playing state, spawn/despawn/respawn pilot through replicator * * Case 2: Multiplayer game - server * - Boot game, main screen: choose to create multiplayer server, * - on boot create instance of network system * - when in starting multiplayer server state open transporter * - when a spawnpoint is selected replicate the player * - separate state machine for multiplayer logic * * Case 3: Multiplayer game - client * - Boot game, main screen: choose to join a multiplayer server * - server list: allow client to join a game, show if join/connect is in progress, allow for cancellation * - when a spawnpoint is selected request a spawn to the server */ #endregion _machine = new StateMachine <VoloStateMachine>(this, scheduler); _machine.AddState(States.NewsFlash, new NewsFlash(_machine, _newsFlashData)) .Permit(States.TitleScreen); _machine.AddState(States.TitleScreen, new TitleScreen(_machine, _titleScreenData)) .PermitChild(States.Frozen) .Permit(States.MainMenu); _machine.AddState(States.MainMenu, new MainMenu(_machine, _mainMenuData)) .PermitChild(States.Frozen) .Permit(States.TitleScreen) .Permit(States.ServerBrowser) .Permit(States.SpawnScreen); _machine.AddState(States.ServerBrowser, new ServerBrowser(_machine, _serverBrowserData)) .PermitChild(States.Frozen) .Permit(States.MainMenu) .Permit(States.SpawnScreen); _machine.AddState(States.SpawnScreen, new SpawnScreen(_machine, _spawnScreenData)) .PermitChild(States.Frozen) .PermitChild(States.OptionsMenu) .Permit(States.MainMenu) .Permit(States.Playing); _machine.AddState(States.Playing, new Playing(_machine, _playingData, _flyWingsuitData, _flyParachuteData, _spectatorModeData)) .PermitChild(States.Frozen) .PermitChild(States.OptionsMenu) .Permit(States.SpawnScreen); _machine.AddState(States.OptionsMenu, new OptionsMenuState(_machine, _optionsMenuData)) .PermitChild(States.Frozen) .Permit(States.SpawnScreen) .Permit(States.MainMenu); _machine.AddState(States.Frozen, new Frozen(_machine, _frozenData)); _machine.Transition(States.NewsFlash); }
public RamnetBase( ICoroutineScheduler coroutineScheduler, LidgrenNetworkTransporter transporter, IPEndPoint natFacilitatorEndpoint, IMessageSender messageSender, IDictionary <ObjectType, GameObject> prefabs, DependencyContainer dependencyContainer) { _messageSender = messageSender; _transporter = transporter; ILatencyInfo latencyInfo = _transporter; var networkMessageTypes = MessageExtensions.GenerateNetworkIds(MessageExtensions.GetNetworkMessageTypes(Assembly.GetExecutingAssembly())); var objectMessageTypes = MessageExtensions.GenerateNetworkIds(MessageExtensions.GetObjectMessageTypes(Assembly.GetExecutingAssembly())); _messagePool = new MessagePool(MessageExtensions.CreateMessagePools(networkMessageTypes)); var objectMessagePools = MessageExtensions.CreateMessagePools(objectMessageTypes); var routerConfig = new TransportRouterConfig( new KeyValuePair <TransportGroupId, TransportGroupConfig>(NetworkGroup.Default, new TransportGroupConfig(32))); _natFacilitatorConnection = new LidgrenNatFacilitatorConnection(natFacilitatorEndpoint, _transporter); _natPunchClient = new LidgrenNatPunchClient(coroutineScheduler, _natFacilitatorConnection, transporter); _connectionManager = new LidgrenPunchThroughFacilitator( _transporter, coroutineScheduler, connectionAttemptTimeout: 10f, natPunchClient: _natPunchClient); _groupRouter = new TransportGroupRouter(_transporter, routerConfig); 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 messageSenderFactory = ReplicatedObjectStore.ObjectMessageSender.CreateFactory( messageSender, _groupRouter, NetworkGroup.Default, networkMessagePool); var objectDependencies = new List <object>(); objectDependencies.Add(latencyInfo); foreach (var pool in objectMessagePools) { objectDependencies.Add(pool.Value); } var replicationDecorator = ReplicatedObjectStore.GameObjectReplicationDecorator(objectMessageDispatcherFactory, messageSenderFactory, objectDependencies, objectMessageTypes); var gameObjectFactories = new Dictionary <ObjectType, Func <GameObject> >(); foreach (var kvPair in prefabs) { var objectType = kvPair.Key; var prefab = kvPair.Value; gameObjectFactories[objectType] = () => { var instance = GameObject.Instantiate(prefab); // TODO Copy dependencies into global object dependency container DependencyInjection.Inject(instance, dependencyContainer); return(instance); }; } int replicatedObjectCapacity = 256; var objectMessageParser = new ObjectMessageParser(objectMessageTypes); _replicatedObjectStore = new ReplicatedObjectStore(objectMessageParser, gameObjectFactories, replicationDecorator, replicatedObjectCapacity); _messageRouter = new MessageRouter(networkMessageTypes); _groupRouter.SetDataHandler(NetworkGroup.Default, _messageRouter); _connectionlessMessageSender = new ConnectionlessMessageSender(_transporter); _preExistingObjects = RamjetAnvil.RamNet.PreExistingObjects.FindAll(); }