示例#1
0
 public void Depacketize(IReadablePacket packet)
 {
     // Read the list of commands for the next frame.
     Commands.Clear();
     foreach (var command in packet.ReadPacketizablesWithTypeInfo <Command>())
     {
         PushCommand(command);
     }
 }
示例#2
0
        /// <summary>
        ///     Reads an entity from the specified packet, meaning all its components. This will create a new entity, with an id
        ///     that may differ from the id the entity had when it was written.
        ///     <para/>
        ///     In particular, all re-created components will likely have different different ids as well, so this method is not
        ///     suited for storing components that reference other components, even if just by their ID.
        ///     <para/>
        ///     This will act as though all of the written components were added, i.e. for each restored component a
        ///     <see cref="ComponentAdded"/> message will be sent.
        ///     <para/>
        ///     This uses the components' serialization facilities.
        /// </summary>
        /// <param name="packet">The packet to read the entity from.</param>
        /// <param name="componentIdMap">A mapping of how components' ids changed due to serialization, mapping old id to new id.</param>
        /// <returns>The id of the read entity.</returns>
        public int DepacketizeEntity(IReadablePacket packet, Dictionary <int, int> componentIdMap = null)
        {
            // Keep track of what we already did, to allow unwinding if something
            // bad happens. Then get an entity id and try to read the components.
            var undo   = new Stack <Action>();
            var entity = AddEntity();

            undo.Push(() => RemoveEntity(entity));
            try
            {
                // Read all components that were written for this entity. This
                // does not yet mess with our internal state.
                var components = packet.ReadPacketizablesWithTypeInfo <Component>();

                // Now we need to inject the components into our system, so we assign
                // an id to each one and link it to our entity id.
                foreach (var component in components)
                {
                    // Link stuff together.
                    var id = _componentIds.GetId();
                    if (componentIdMap != null)
                    {
                        componentIdMap.Add(component.Id, id);
                    }
                    component.Id              = id;
                    component.Entity          = entity;
                    component.Manager         = this;
                    _components[component.Id] = component;

                    // Add to entity index.
                    _entities[entity].Add(component);

                    // Push to undo queue in case a message handler throws.
                    undo.Push(() => RemoveComponent(id));

                    // Send a message to all systems.
                    ComponentAdded message;
                    message.Component = component;
                    SendMessage(message);
                }

                // Yay, all went well. Return the id of the read entity.
                return(entity);
            }
            catch (Exception)
            {
                // Undo all we did.
                while (undo.Count > 0)
                {
                    undo.Pop()();
                }
                throw;
            }
        }
示例#3
0
文件: TSS.cs 项目: matrix4x4/Space
        public void Depacketize(IReadablePacket packet)
        {
            // Unwrap the trailing state and mirror it to all the newer ones.
            packet.ReadPacketizableInto(_simulations[_simulations.Length - 1]);
            MirrorSimulation(_simulations[_simulations.Length - 1], _simulations.Length - 2);

            // Find adds / removes / commands that our out of date now, but keep
            // newer ones (that might be locally generated).
            PrunePastEvents();

            // Continue with reading the list of removes.
            var removeCount = packet.ReadInt32();

            for (var removeIndex = 0; removeIndex < removeCount; ++removeIndex)
            {
                var key = packet.ReadInt64();
                if (!_removes.ContainsKey(key))
                {
                    _removes.Add(key, new List <int>());
                }
                var valueCount = packet.ReadInt32();
                for (var valueIndex = 0; valueIndex < valueCount; ++valueIndex)
                {
                    _removes[key].Add(packet.ReadInt32());
                }
            }

            // And finally the commands.
            var commandCount = packet.ReadInt32();

            for (var commandIndex = 0; commandIndex < commandCount; ++commandIndex)
            {
                var key = packet.ReadInt64();
                if (!_commands.ContainsKey(key))
                {
                    _commands.Add(key, new List <Command>());
                }
                _commands[key].AddRange(packet.ReadPacketizablesWithTypeInfo <Command>());
            }

            // Got a valid state.
            WaitingForSynchronization = false;
        }