public WorldReplicationManager( ReplicationConfig config, WorldPlayers players, IEntityGridMap entityGridMap) { this._players = players ?? throw new ArgumentNullException(nameof(players)); this._entityGridMap = entityGridMap ?? throw new ArgumentNullException(nameof(entityGridMap)); this._packetPriorityComponents = new ReplicationPriorityEntityComponents(config.Capacity.InitialReplicatedEntityCapacity); this._packetPriorityCalculator = new PacketPriorityCalculator(config.PacketPriority); this._entityBuffer = new Entity[256]; }
public GameWorld( WorldType worldType, WorldInstanceId id, ILogger logger, IServerConfig config, OutgoingServerChannel channelManager, IGameWorldLoader gameWorldLoader) { this.WorldType = worldType; this.InstanceId = id; this._logger = logger ?? throw new ArgumentNullException(nameof(logger)); this._isStopped = false; this._world = new World(config.Ecs); this._fixedTick = config.Simulation.FixedTick; this._channelManager = channelManager ?? throw new ArgumentNullException(nameof(channelManager)); this._simulationSynchronizer = new SimulationSynchronizer(this._world); this._entityGridMap = new EntityGridMap(config.Replication.GridSize); this._players = new WorldPlayers( config.Replication, config.PlayerInput, config.PlayerConnection.Capacity.InitialConnectionsCapacity); this._replicationManager = new WorldReplicationManager(config.Replication, this._players, this._entityGridMap); this._physicsWorld = new VolatilePhysicsWorld(config.Replication.PhysicsHistoryCount); this._systems = new Systems(this._world) .Add(new PhysicsSystem()) .Add(new ServerEntityReplicationSystem()) .Add(new JiggleSystem()) .Inject(this._physicsWorld) .Inject(new ReplicationDataBroker(config.Replication.Capacity, this._replicationManager)) .Inject(this._entityGridMap); this._simulation = new ServerSimulation <InputComponent>( config.Simulation, this._world, this._systems); this._simulation.Create(); gameWorldLoader.LoadWorld(this.WorldType, this._world, this._physicsWorld); }