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 ObjectMessageRouter(ILatencyInfo latencyInfo, IDictionary <Type, MessageType> messageTypeIds) { _latencyInfo = latencyInfo; _messageTypeIds = messageTypeIds; _registeredHandlers = new ArrayDictionary <MessageType, IList <ObjectMessageHandler> >( i => (int)i.Value, i => new MessageType((uint)i), _messageTypeIds.Count); }
public MessageRouter(IReadOnlyDictionary <Type, MessageType> networkMessageTypes, ILatencyInfo latencyInfo) { _messageMetaData = new MessageMetaData(); _networkMessageTypes = networkMessageTypes; _latencyInfo = latencyInfo; _handlers = new ArrayDictionary <MessageType, Action <MessageMetaData, NetBuffer> >(_networkMessageTypes.Count); // foreach (var networkMessageType in _networkMessageTypes) { // Debug.Log("network message type: " + networkMessageType.Key + " has id: " + networkMessageType.Value); // } }
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)); }
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(); }