示例#1
0
        public void TestSyncOffline()
        {
            var serverpm = new SimpleServerPacketManager();
            var clientpm = serverpm.CreateClient();

            var vertexDeclarationPool = new VertexDeclarationPool();

            vertexDeclarationPool.SetVertexElements <TangentVertex>(TangentVertex.VertexElements);

            var texturePool  = new TexturePool();
            var meshPartPool = new MeshPartPool();

            var renderer = new SimpleMeshRenderer(texturePool, meshPartPool, vertexDeclarationPool);

            var mesh =
                DefaultMeshes.CreateGuildHouseMesh(
                    new TheWizards.OBJParser.OBJToRAMMeshConverter(new RAMTextureFactory()));

            var meshFactory = new SimpleMeshFactory();

            meshFactory.AddMesh(mesh);

            var builder = new SimpleStaticWorldObjectFactory(renderer, meshFactory);

            var client = new ClientStaticWorldObjectSyncer(clientpm, builder);
            var server = new ServerStaticWorldObjectSyncer(serverpm);

            var game = new XNAGame();



            game.AddXNAObject(renderer);
            game.AddXNAObject(vertexDeclarationPool);
            game.AddXNAObject(texturePool);
            game.AddXNAObject(meshPartPool);


            game.InitializeEvent += delegate
            {
            };

            game.UpdateEvent += delegate
            {
                if (game.Keyboard.IsKeyPressed(Microsoft.Xna.Framework.Input.Keys.F))
                {
                    var o   = server.CreateNew();
                    var obj = o;
                    obj.Mesh        = mesh;
                    obj.WorldMatrix = Matrix.CreateTranslation(game.SpectaterCamera.CameraPosition);
                }

                server.Update(game.Elapsed);

                client.Update(game.Elapsed);
            };

            game.Run();
        }
        public void TestSyncOffline()
        {
            var serverpm = new SimpleServerPacketManager();
            var clientpm = serverpm.CreateClient();


            var clientSyncer = new ClientSyncer(clientpm);
            var serverSyncer = new ServerSyncer(serverpm);

            var physicsEngine = new PhysicsEngine();

            StillDesign.PhysX.Scene serverScene = null;

            PhysicsDebugRendererXNA debugRenderer;
            PhysicsDebugRendererXNA debugRendererServer;
            var   game          = new XNAGame();
            float totalTime     = 0;
            float timeSinceTick = 0;
            float tickRate      = 1 / 30f;
            int   tickNumber    = 0;
            float packetLoss    = 0.25f;


            var rand = new Random();

            game.InitializeEvent += delegate
            {
                physicsEngine.Initialize();
                serverScene = physicsEngine.CreateScene(physicsEngine.Scene.Gravity, true);


                debugRenderer = new PhysicsDebugRendererXNA(game, physicsEngine.Scene);
                game.AddXNAObject(debugRenderer);
                debugRendererServer = new PhysicsDebugRendererXNA(game, serverScene);
                game.AddXNAObject(debugRendererServer);

                ActorDescription       actorDesc;
                SphereShapeDescription shape;

                shape     = new SphereShapeDescription(1);
                actorDesc = new ActorDescription(shape);
                actorDesc.BodyDescription = new BodyDescription(10);

                var server = serverSyncer.CreateActor(serverScene.CreateActor(actorDesc));
                ((WorldPhysxSyncActor)server.Actor).Actor.AddForce(Vector3.UnitX * 200, ForceMode.Impulse);

                shape     = new SphereShapeDescription(1);
                actorDesc = new ActorDescription(shape);
                actorDesc.BodyDescription = new BodyDescription(10);

                var client = clientSyncer.CreateActor(physicsEngine.Scene.CreateActor(actorDesc));

                client.ID = server.ID;                         // Identify
            };

            game.UpdateEvent += delegate
            {
                physicsEngine.Update(game);
                physicsEngine.UpdateScene(game.Elapsed, serverScene);

                serverSyncer.Update(game.Elapsed);
                clientSyncer.Update(game.Elapsed);
            };

            game.Run();

            physicsEngine.Dispose();
        }
 public VirtualNetworkConnectorClient CreateClient()
 {
     return(new VirtualNetworkConnectorClient(spm.CreateClient()));
 }