public ClientSimulationController(
     ILogger logger,
     GameServerConnection connection,
     ClientUdpPacketTransport transport,
     PacketJitterBuffer jitterBuffer)
 {
     this._connection   = connection ?? throw new ArgumentNullException(nameof(connection));
     this._transport    = transport ?? throw new ArgumentNullException(nameof(transport));
     this._jitterBuffer = jitterBuffer ?? throw new ArgumentNullException(nameof(jitterBuffer));
     this._logger       = logger ?? throw new ArgumentNullException(nameof(logger));
 }
示例#2
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        public GameServerClient(
            ILogger logger,
            IJsonSerializer jsonSerializer,
            PacketJitterBuffer jitterBuffer,
            NetworkTransportConfig transportConfig)
        {
            this._logger         = logger ?? throw new ArgumentNullException(nameof(logger));
            this._jsonSerializer = jsonSerializer ?? throw new ArgumentNullException(nameof(jsonSerializer));

            this._connection = new GameServerConnection
            {
                State           = GameServerConnection.ConnectionState.None,
                PacketEncryptor = new XorPacketEncryptor(),
            };

            this._jitterBuffer = jitterBuffer ?? throw new ArgumentNullException(nameof(jitterBuffer));

            this._transportConfig = transportConfig ?? throw new ArgumentNullException(nameof(transportConfig));
        }
示例#3
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        public GameClient(
            ILogger logger,
            IJsonSerializer jsonSerializer,
            IClientConfig config)
        {
            this._logger = logger ?? throw new ArgumentNullException(nameof(logger));

            this._jitterBuffer            = new PacketJitterBuffer(this._logger, config.Jitter.Capacity);
            this._entityServerToClientMap = new NetworkEntityMap(config.Ecs.InitialEntityPoolCapacity);

            this._world        = new World(config.Ecs);
            this._physicsWorld = new VolatilePhysicsWorld(historyLength: config.Simulation.SnapShotCount);

            this._systems      = new Systems(this._world);
            this._fixedSystems =
                new Systems(this._world)
                .Add(new ClientEntityReplicationSystem())
                .Add(new PhysicsSystem())
                .Inject(this._world)
                .Inject(this._physicsWorld)
                .Inject(this._jitterBuffer)
                .Inject(this._entityServerToClientMap);

            this._simulation = new ClientSimulation <InputComponent>(
                config.Simulation,
                this._world,
                this._systems,
                this._fixedSystems);

            this._simulation.Create();

            this._server = new GameServerClient(
                this._logger,
                jsonSerializer,
                this._jitterBuffer,
                config.NetworkTransport);
        }
示例#4
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        public void Test()
        {
            var logger       = new TestLogger();
            var capacity     = 4;
            var jitterBuffer = new PacketJitterBuffer(logger, capacity);

            //
            // Simple test: add packets in order.
            //

            jitterBuffer.AddPacket(new ReplicationPacket
            {
                FrameNumber = 1,
            });;
            jitterBuffer.AddPacket(new ReplicationPacket
            {
                FrameNumber = 2,
            });
            jitterBuffer.AddPacket(new ReplicationPacket
            {
                FrameNumber = 3,
            });

            Assert.Equal(3, jitterBuffer.Count);

            ReplicationPacket packet = default;

            Assert.False(jitterBuffer.TryRead(FrameIndex.Zero, ref packet));
            Assert.True(jitterBuffer.TryRead(FrameIndex.Zero + 1, ref packet));
            Assert.Equal(1, packet.FrameNumber);
            Assert.True(jitterBuffer.TryRead(new FrameIndex(packet.FrameNumber) + 1, ref packet));
            Assert.Equal(2, packet.FrameNumber);
            Assert.True(jitterBuffer.TryRead(new FrameIndex(packet.FrameNumber) + 1, ref packet));
            Assert.Equal(3, packet.FrameNumber);
            Assert.False(jitterBuffer.TryRead(new FrameIndex(packet.FrameNumber) + 1, ref packet));

            //
            // Test: Add packets out of order
            //

            jitterBuffer.Clear(FrameIndex.Zero);

            // Reverse order
            jitterBuffer.AddPacket(new ReplicationPacket
            {
                FrameNumber = 3,
            });;
            jitterBuffer.AddPacket(new ReplicationPacket
            {
                FrameNumber = 2,
            });
            jitterBuffer.AddPacket(new ReplicationPacket
            {
                FrameNumber = 1,
            });

            Assert.Equal(3, jitterBuffer.Count);

            Assert.False(jitterBuffer.TryRead(FrameIndex.Zero, ref packet));
            Assert.True(jitterBuffer.TryRead(FrameIndex.Zero + 1, ref packet));
            Assert.Equal(1, packet.FrameNumber);
            Assert.True(jitterBuffer.TryRead(new FrameIndex(packet.FrameNumber) + 1, ref packet));
            Assert.Equal(2, packet.FrameNumber);
            Assert.True(jitterBuffer.TryRead(new FrameIndex(packet.FrameNumber) + 1, ref packet));
            Assert.Equal(3, packet.FrameNumber);
            Assert.False(jitterBuffer.TryRead(new FrameIndex(packet.FrameNumber) + 1, ref packet));

            //
            // Test: Add packets out of order with an interleaved read.
            //

            jitterBuffer.Clear(FrameIndex.Zero);

            // Reverse order
            jitterBuffer.AddPacket(new ReplicationPacket
            {
                FrameNumber = 4,
            });;
            jitterBuffer.AddPacket(new ReplicationPacket
            {
                FrameNumber = 3,
            });
            jitterBuffer.AddPacket(new ReplicationPacket
            {
                FrameNumber = 1,
            });

            Assert.Equal(3, jitterBuffer.Count);

            Assert.False(jitterBuffer.TryRead(FrameIndex.Zero, ref packet));
            Assert.True(jitterBuffer.TryRead(FrameIndex.Zero + 1, ref packet));
            Assert.Equal(1, packet.FrameNumber);

            jitterBuffer.AddPacket(new ReplicationPacket
            {
                FrameNumber = 2,
            });

            Assert.True(jitterBuffer.TryRead(new FrameIndex(packet.FrameNumber) + 1, ref packet));
            Assert.Equal(2, packet.FrameNumber);
            Assert.True(jitterBuffer.TryRead(new FrameIndex(packet.FrameNumber) + 1, ref packet));
            Assert.Equal(3, packet.FrameNumber);
            Assert.True(jitterBuffer.TryRead(new FrameIndex(packet.FrameNumber) + 1, ref packet));
            Assert.Equal(4, packet.FrameNumber);
            Assert.False(jitterBuffer.TryRead(new FrameIndex(packet.FrameNumber) + 1, ref packet));
        }