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4 Commits
Author SHA1 Message Date
Leonid PershinandClaude Fable 5 580cb6ccc9 Browser multiplayer client: promote the KNI spike to src/LittleSim.Web
LittleSim.Web (Blazor WASM + KNI/WebGL) is a real network client now: it
connects to the dedicated server over WebSocket (ClientWebSocket maps to
the browser socket), applies MrGameEng.Net delta snapshots into its
EntityStore and draws pawns through SpriteBatch — fatigue dims them just
like on desktop. The server address comes from ?server=ws://host:port
in the page URL, defaulting to the page's host on port 9050. The net
contract is mirrored in NetContract.cs (KNI and DesktopGL assemblies
can't mix until the graphics libraries build per platform) with loud
keep-in-sync comments on both sides.

Both clients now smooth replicated positions between 10 Hz snapshots:
NetLerp + NetSmoothingSystem lerp the visual position toward the latest
server position every frame (exponential, ~0.25 s to converge).

Verified against a live LittleSim.Server --listen: the browser client
connects (server log), draws ~3.3k lit pixels of pawns whose layout
changes between samples, and survives 400+ ticks without errors. Found
along the way: requestAnimationFrame freezes in hidden windows — the
game loop only runs while the tab is visible.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 00:04:11 +03:00
Leonid PershinandClaude Fable 5 e8273f9ffa Multiplayer: networked dedicated server + desktop client over MrGameEng.Net
Engine bump brings MrGameEng.Net (WebSocket transport, RFC 6455 server,
delta component replication) — this commit is its showcase.

LittleSim.Server --listen runs the world online: 24 pawns wander, tire
and rest on the engine's fixed-tick HeadlessHost (the same Wander/
Needs/Decision systems the windowed world uses), a WebSocketServer
accepts clients and a ReplicationServer ships Transform2D + PawnNeeds
deltas at 10 snapshots/s per the shared NetSchema. --probe is the CLI
check: it connects, listens for a second and prints replicated pawns
with positions sampled twice to show the world is alive.

The game gains MultiplayerScene (dotnet run --project src/LittleSim --
--connect [ws://host:port]): simulation stays on the server, the client
applies snapshots into its scene store, decorates spawned entities with
sprites and reuses PawnAppearanceSystem so replicated fatigue darkens
pawns locally. HUD strings go through ru/en localization; the `net`
console command reports connection state and entity count. Esc returns
to the main menu.

Verified end to end: probe sees 24 pawns moving between samples; the
windowed client connects and runs against a live local server.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 23:45:35 +03:00
Leonid PershinandClaude Fable 5 ce8f8ba2ed KNI spike: engine core + Friflo render via WebGL in the browser
spikes/KniWeb (outside LittleSim.sln): a kni-blazor-gl template project
(KNI 4.2.9001, net8.0) referencing MrGameEng.Core directly. A mini-host
in the GameHost mold drives EngineContext/GameClock/Scene phases over
KNI's Game; the scene moves 300 Friflo entities in the update phase and
draws them with SpriteBatch (WebGL). Verified in a real browser: sprites
render and animate, browser console is clean.

Decision (docs/web-client.md): path A — KNI — is the primary route for
the web client; the core runs in Blazor WASM unchanged thanks to the
Core/Host split. Known follow-ups: per-platform compilation of the
graphics libraries against nkast.* packages, shader compatibility for
Renderer2D, HTTP-served content instead of the filesystem.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 23:27:40 +03:00
Leonid PershinandClaude Fable 5 8a7e2cce52 Adopt the engine Core/Host split; add LittleSim.Server headless prototype
Engine bump: MrGameEng.Core is now platform-free (Friflo only), the
windowed MonoGame host lives in the new MrGameEng.Host library, and the
core gains HeadlessHost — a fixed-timestep loop without a window or GPU.

Game side: scenes switch to Transitions.Fade from the Host library,
WorldScene reads the graphics device via Context.GetGraphicsDevice(),
GameContent.Load(buildAtlases: false) skips atlas building for headless
runs.

LittleSim.Server is the dedicated-server seed and the showcase for
HeadlessHost: it loads mods/defs without textures and fast-forwards the
world calendar and climate on a fixed tick (~3.6M ticks/s in Debug):

  dotnet run --project src/LittleSim.Server -- --days 10 --tps 60

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 23:13:40 +03:00
48 changed files with 4962 additions and 1033 deletions
+17 -6
View File
@@ -14,12 +14,18 @@ Game design docs live in `docs/` and are written in **Russian**. Engine rules li
## Layout
```
engine/ mrgameeng git submodule (own repo, own CLAUDE.md)
src/LittleSim the game (net8.0); references engine projects directly
Mods/Core the game's own content as a mod: About, Defs, Languages, Textures
Cache/ runtime-built atlases (gitignored)
docs/ концепт, симуляция, моды, roadmap (Russian)
LittleSim.sln game + engine sources + engine tests — one window for everything
engine/ mrgameeng git submodule (own repo, own CLAUDE.md)
src/LittleSim the game (net8.0); references engine projects directly
src/LittleSim.Server dedicated server: the world headless (engine HeadlessHost) +
WebSocket replication (MrGameEng.Net); also fast-forward and probe modes
src/LittleSim.Web browser client (Blazor WASM + KNI/WebGL): connects to the dedicated
server, renders replicated pawns; mirrors the net contract (NetContract.cs)
because KNI and DesktopGL assemblies can't mix — keep in sync with
src/LittleSim/Net/NetSchema.cs. Outside LittleSim.sln's test flow.
Mods/Core the game's own content as a mod: About, Defs, Languages, Textures
Cache/ runtime-built atlases (gitignored)
docs/ концепт, симуляция, моды, roadmap (Russian)
LittleSim.sln game + engine sources + engine tests — one window for everything
```
## Commands
@@ -28,6 +34,11 @@ LittleSim.sln game + engine sources + engine tests — one window for everythin
git submodule update --init # after fresh clone
dotnet build LittleSim.sln
dotnet run --project src/LittleSim -c Release # measure perf in Release only
dotnet run --project src/LittleSim.Server -- --days 10 --tps 60 # headless fast-forward
dotnet run --project src/LittleSim.Server -- --listen # multiplayer world (WebSocket)
dotnet run --project src/LittleSim -- --connect # client → ws://localhost:9050
dotnet run --project src/LittleSim.Server -- --probe # CLI check of a running server
dotnet run --project src/LittleSim.Web # browser client (?server=ws://…)
dotnet test LittleSim.sln # runs the engine test suites
```
+90
View File
@@ -41,6 +41,18 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.UI.Tests", "engin
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Audio.Tests", "engine\tests\MrGameEng.Audio.Tests\MrGameEng.Audio.Tests.csproj", "{E0E37D87-4F62-41E9-9CD1-3E7432301508}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host", "engine\src\MrGameEng.Host\MrGameEng.Host.csproj", "{D4222C26-40D8-4465-9B26-CD6BD0722EC0}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host.Tests", "engine\tests\MrGameEng.Host.Tests\MrGameEng.Host.Tests.csproj", "{41F0249B-106E-4D56-B022-73D2C2D74807}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LittleSim.Server", "src\LittleSim.Server\LittleSim.Server.csproj", "{BEFB468B-6784-468E-9B60-EB44AB078D15}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Net", "engine\src\MrGameEng.Net\MrGameEng.Net.csproj", "{61C84FE7-1E0A-4CF2-A63F-39B23F936A7E}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Net.Tests", "engine\tests\MrGameEng.Net.Tests\MrGameEng.Net.Tests.csproj", "{03EC6C39-E1DE-4C66-835F-4B05B5C40DB0}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "LittleSim.Web", "src\LittleSim.Web\LittleSim.Web.csproj", "{270A9E52-E0E3-4885-B662-79E35AF6F7B4}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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@@ -231,6 +243,78 @@ Global
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EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -253,5 +337,11 @@ Global
{86ECA4A0-46A2-45F4-8CF4-8FB8BB5DC050} = {CD3B5CE5-C23F-38B4-04AA-A303F94731A5}
{BC64F7AF-0FC3-4608-A4FF-1273AB8F2ABD} = {CD3B5CE5-C23F-38B4-04AA-A303F94731A5}
{E0E37D87-4F62-41E9-9CD1-3E7432301508} = {CD3B5CE5-C23F-38B4-04AA-A303F94731A5}
{D4222C26-40D8-4465-9B26-CD6BD0722EC0} = {F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}
{41F0249B-106E-4D56-B022-73D2C2D74807} = {CD3B5CE5-C23F-38B4-04AA-A303F94731A5}
{BEFB468B-6784-468E-9B60-EB44AB078D15} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{61C84FE7-1E0A-4CF2-A63F-39B23F936A7E} = {F4A69A46-AF86-AB4E-7D23-4CCCB7B9A519}
{03EC6C39-E1DE-4C66-835F-4B05B5C40DB0} = {CD3B5CE5-C23F-38B4-04AA-A303F94731A5}
{270A9E52-E0E3-4885-B662-79E35AF6F7B4} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
EndGlobalSection
EndGlobal
+6 -12
View File
@@ -8,7 +8,6 @@
"season.winter": "winter",
"hud.controls": "WASD — camera, wheel — zoom, ` — console, F1 — inspector",
"hud.paused": "PAUSED",
"menu.title": "LittleSim",
"menu.subtitle": "a god-game: minimal graphics, deep simulation",
"menu.newworld": "New World",
@@ -16,7 +15,6 @@
"menu.settings": "Settings",
"menu.credits": "Credits",
"menu.quit": "Quit",
"newworld.title": "New World",
"newworld.name": "Name",
"newworld.defaultname": "New World",
@@ -26,13 +24,11 @@
"newworld.smoothing": "Terrain smoothing",
"newworld.create": "Create",
"newworld.back": "Back",
"load.title": "Load",
"load.empty": "No saves yet",
"load.load": "Load",
"load.delete": "Delete",
"load.back": "Back",
"settings.title": "Settings",
"settings.language": "Language",
"settings.fullscreen": "Fullscreen",
@@ -41,7 +37,6 @@
"settings.volume": "Volume",
"settings.apply": "Apply",
"settings.back": "Back",
"pause.title": "Paused",
"pause.resume": "Resume",
"pause.settings": "Settings",
@@ -49,25 +44,20 @@
"pause.mainmenu": "Main menu",
"pause.quit": "Quit",
"pause.saved": "Saved: {0}",
"speed.pause": "⏸",
"credits.title": "Credits",
"credits.author": "mrleo1nid",
"credits.role": "Concept, code, mrgameeng engine",
"credits.back": "Back",
"preset.small": "Small",
"preset.medium": "Medium",
"preset.large": "Large",
"terrain.deepwater": "deep water",
"terrain.water": "water",
"terrain.sand": "sand",
"terrain.grass": "grass",
"terrain.forest": "forest",
"terrain.mountain": "mountains",
"plant.oak": "oak",
"plant.birch": "birch",
"plant.pine": "pine",
@@ -77,7 +67,6 @@
"plant.stage.sprout": "sprout",
"plant.stage.sapling": "sapling",
"plant.stage.mature": "mature",
"pawn.being": "being",
"pawn.bear": "bear",
"pawn.deer": "deer",
@@ -86,5 +75,10 @@
"pawn.boar": "boar",
"pawn.wolf": "wolf",
"pawn.muffalo": "muffalo",
"pawn.squirrel": "squirrel"
"pawn.squirrel": "squirrel",
"net.hud": "Multiplayer: {0} | beings: {1} | Esc — back to menu",
"net.connecting": "connecting…",
"net.connected": "connected",
"net.failed": "connection failed",
"net.lost": "connection lost"
}
+6 -12
View File
@@ -8,7 +8,6 @@
"season.winter": "зима",
"hud.controls": "WASD — камера, колесо — зум, ` — консоль, F1 — инспектор",
"hud.paused": "ПАУЗА",
"menu.title": "LittleSim",
"menu.subtitle": "бог-игра: минимум графики, максимум симуляции",
"menu.newworld": "Новый мир",
@@ -16,7 +15,6 @@
"menu.settings": "Настройки",
"menu.credits": "Авторы",
"menu.quit": "Выход",
"newworld.title": "Новый мир",
"newworld.name": "Название",
"newworld.defaultname": "Новый мир",
@@ -26,13 +24,11 @@
"newworld.smoothing": "Сглаживание рельефа",
"newworld.create": "Создать",
"newworld.back": "Назад",
"load.title": "Загрузка",
"load.empty": "Сохранений пока нет",
"load.load": "Загрузить",
"load.delete": "Удалить",
"load.back": "Назад",
"settings.title": "Настройки",
"settings.language": "Язык",
"settings.fullscreen": "Полный экран",
@@ -41,7 +37,6 @@
"settings.volume": "Громкость",
"settings.apply": "Применить",
"settings.back": "Назад",
"pause.title": "Пауза",
"pause.resume": "Продолжить",
"pause.settings": "Настройки",
@@ -49,25 +44,20 @@
"pause.mainmenu": "Главное меню",
"pause.quit": "Выход",
"pause.saved": "Сохранено: {0}",
"speed.pause": "⏸",
"credits.title": "Авторы",
"credits.author": "mrleo1nid",
"credits.role": "Идея, код, движок mrgameeng",
"credits.back": "Назад",
"preset.small": "Маленький",
"preset.medium": "Средний",
"preset.large": "Большой",
"terrain.deepwater": "глубокая вода",
"terrain.water": "вода",
"terrain.sand": "песок",
"terrain.grass": "трава",
"terrain.forest": "лес",
"terrain.mountain": "горы",
"plant.oak": "дуб",
"plant.birch": "берёза",
"plant.pine": "сосна",
@@ -77,7 +67,6 @@
"plant.stage.sprout": "всходы",
"plant.stage.sapling": "саженец",
"plant.stage.mature": "взрослое",
"pawn.being": "житель",
"pawn.bear": "медведь",
"pawn.deer": "олень",
@@ -86,5 +75,10 @@
"pawn.boar": "кабан",
"pawn.wolf": "волк",
"pawn.muffalo": "муффало",
"pawn.squirrel": "белка"
"pawn.squirrel": "белка",
"net.hud": "Мультиплеер: {0} | жителей: {1} | Esc — в меню",
"net.connecting": "подключение…",
"net.connected": "подключено",
"net.failed": "не удалось подключиться",
"net.lost": "соединение потеряно"
}
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@@ -0,0 +1,68 @@
# Веб-клиент: spike KNI и решение A/B
Дата: 2026-06-12. Спайк жил в `spikes/KniWeb`; после успеха повышен до
**`src/LittleSim.Web`** — рабочего браузерного клиента мультиплеера (Blazor WASM + KNI):
он подключается к `LittleSim.Server --listen` по WebSocket, применяет дельта-снапшоты
`MrGameEng.Net` и рисует жителей через WebGL со сглаживанием позиций. Адрес сервера —
`?server=ws://host:port` в URL страницы (по умолчанию — хост страницы, порт 9050).
Сетевой контракт там продублирован бинарным зеркалом (`NetContract.cs`) — KNI- и
DesktopGL-сборки нельзя смешивать, пока графика движка не собирается пер-платформенно.
## Вопрос
Путь A — «MonoGame в браузере» через [KNI](https://github.com/kniEngine/kni)
(форк MonoGame с платформой Blazor WebAssembly/WebGL, те же неймспейсы
`Microsoft.Xna.Framework.*`). Путь B — тонкий веб-клиент без MonoGame
(TypeScript/PixiJS поверх сетевой репликации). Спайк проверял минимальную
жизнеспособность пути A: **ядро движка + Friflo + WebGL-спрайт в браузере**.
## Что сделано
`dotnet new kni-blazor-gl` (пакет шаблонов `nkast.Kni.Templates`, KNI 4.2.9001,
net8.0) + ProjectReference на `engine/src/MrGameEng.Core` + мини-хост в духе
`GameHost` поверх KNI `Game`. Сцена: 300 сущностей в Friflo `EntityStore`,
`QuerySystem` двигает их в Update-фазе (отскок от краёв, seed 42), Draw-фаза
рисует через KNI `SpriteBatch` (WebGL).
## Результат — путь A жизнеспособен
- **`MrGameEng.Core` работает в Blazor WASM без изменений**: `EngineContext`,
`GameClock`, `Scene`/`SceneManager`, тайминг переходов — всё ядро завелось
как есть (заслуга расслоения Core/Host: в ядре нет ни MonoGame, ни платформы).
- **Friflo.Engine.ECS 3.6 работает в wasm**: создание сущностей, архетипы,
`QuerySystem`, `ForEachEntity` — без ошибок в консоли браузера.
- **KNI 4.2.9001 рендерит через WebGL** с XNA-API: `Game`,
`GraphicsDeviceManager`, `SpriteBatch`, `Texture2D.SetData` — совпадает с
кодом, который пишется под десктопный MonoGame.
- Сборка тривиальна: обычный `Microsoft.NET.Sdk.BlazorWebAssembly` проект,
никаких wasm-workload-плясок не понадобилось.
## Известные ограничения пути A (работа на этапе «веб-клиент»)
1. **Пер-платформенная компиляция библиотек движка.** `MrGameEng.Graphics`,
`Content`, `Audio`, `UI` ссылаются на `MonoGame.Framework.DesktopGL`; для
веба их надо собирать против пакетов `nkast.*` (типы те же по API, но другие
сборки). Решение — msbuild-условие (`KniPlatform=BlazorGL` → nkast-пакеты),
без изменения исходников.
2. **Шейдеры.** `Renderer2D` использует прекомпилированные `dotnet-mgfxc`
эффекты — KNI имеет собственный компилятор эффектов; совместимость надо
проверять отдельным спайком, прежде чем тащить батчер в веб.
3. **Нет файловой системы.** Моды/дефы/атласы в браузер приезжают по HTTP;
текущая схема «собрать атласы при старте из PNG» в вебе не работает —
атласы пре-билдятся и кладутся в `wwwroot` (или приезжают с сервера).
4. **Потоки.** `Task.Run`-загрузка контента и `Thread.Sleep`-пейсинг не для
браузера (клиенту `HeadlessHost.Run` и не нужен — цикл гонит
`requestAnimationFrame` через KNI).
5. **Производительность не мерялась** (300 спрайтов — гладко); бюджет
сущностей в wasm-интерпретаторе будет заметно ниже десктопного, замерять
на реальной сцене с включённым AOT.
## Решение
**Путь A (KNI)** — основной для веб-клиента: переиспользуем ядро, сцены и
в перспективе графику движка; код игры один на все платформы. Путь B остаётся
запасным, если упрёмся в шейдеры (п. 2) или производительность (п. 5).
Порядок работ не меняется: сначала `MrGameEng.Net` (WebSocket-транспорт +
репликация — нужен любому пути) и сетевой мультиплеер на десктопе, затем
`MrGameEng.Host.Web` поверх KNI по образцу спайка.
+1 -1
Submodule engine updated: d0104df304...3438ed77f6
+126
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using Friflo.Engine.ECS;
using Friflo.Engine.ECS.Systems;
using LittleSim.Content;
using LittleSim.Net;
using LittleSim.Scenes;
using LittleSim.Sim;
using Microsoft.Xna.Framework;
using MrGameEng.Core;
using MrGameEng.Graphics;
using MrGameEng.Net;
namespace LittleSim.Server;
/// <summary>
/// Серверный мир: жители бродят, устают и отдыхают (те же системы, что в WorldScene) на
/// фиксированном тике <see cref="HeadlessHost"/> — без окна, GPU и спрайтов. С
/// <see cref="WebSocketServer"/> мир ещё и реплицируется подключённым клиентам по схеме
/// <see cref="NetSchema"/> (10 снапшотов в секунду, дельты). Демонстрация MrGameEng.Net.
/// </summary>
internal sealed class HeadlessWorldScene : Scene
{
/// <summary>Жителей в серверном мире.</summary>
public const int PawnCount = 24;
/// <summary>Сид мира — рельефа пока нет, но блуждание детерминировано им.</summary>
public const int Seed = 424242;
private static readonly RectF Bounds = new(0f, 0f, 1280f, 720f);
private readonly GameContent _content;
private readonly WebSocketServer? _server;
/// <summary>Мир без сети (fast-forward) или, с <paramref name="server"/>, онлайн-мир.</summary>
public HeadlessWorldScene(GameContent content, WebSocketServer? server = null)
{
_content = content;
_server = server;
}
protected override void OnLoad()
{
Context.Services.Add(_content);
var calendar = Context.UseCalendar(WorldScene.SecondsPerDay);
var climate = Context.UseClimate(ClimateSettings.Default);
var replication = _server is null ? null : new ReplicationServer(NetSchema.Create(), Store);
var random = new Random(Seed);
for (var i = 0; i < PawnCount; i++)
{
var position = new Vector2(
random.NextSingle() * Bounds.Width,
random.NextSingle() * Bounds.Height
);
var transform = new Transform2D(position, scale: new Vector2(12f));
var needs = new PawnNeeds { Energy = 0.4f + random.NextSingle() * 0.6f };
if (replication is null)
{
Store.CreateEntity(transform, new Wander(), new PawnBrain(), needs);
}
else
{
Store.CreateEntity(
transform,
new Wander(),
new PawnBrain(),
needs,
new NetId { Value = replication.NextNetId() }
);
}
}
UpdateSystems.Add(new PawnDecisionSystem());
UpdateSystems.Add(new PawnNeedsSystem());
UpdateSystems.Add(new WanderSystem(Seed, Bounds));
UpdateSystems.Add(new DayReportSystem(calendar, climate));
if (_server is not null && replication is not null)
{
UpdateSystems.Add(new NetworkSystem(_server, replication));
}
}
/// <summary>Принимает новые соединения и шлёт дельта-снапшоты с сетевой частотой.</summary>
private sealed class NetworkSystem(WebSocketServer server, ReplicationServer replication)
: BaseSystem
{
// 60 тиков симуляции / 6 = 10 снапшотов в секунду.
private const int SendEveryTicks = 6;
private int _ticks;
protected override void OnUpdateGroup()
{
while (server.TryAcceptConnection(out var connection))
{
Log.Info(
$"Клиент #{connection.Id} подключился ({server.Connections.Count} онлайн)"
);
}
if (++_ticks % SendEveryTicks == 0)
{
replication.Send(server.Connections);
}
}
}
/// <summary>Пишет строку состояния мира в лог на рассвете каждого игрового дня.</summary>
private sealed class DayReportSystem(Calendar calendar, Climate climate) : BaseSystem
{
private int _lastDay;
protected override void OnUpdateGroup()
{
if (calendar.Day == _lastDay)
{
return;
}
_lastDay = calendar.Day;
Log.Info(
$"День {calendar.Day} | год {climate.Year}, день года {climate.DayOfYear + 1}, "
+ $"{climate.Season} | {climate.Temperature:+0.0;-0.0;0.0} °C"
);
}
}
}
@@ -0,0 +1,10 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\LittleSim\LittleSim.csproj" />
</ItemGroup>
</Project>
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using System.Diagnostics;
using Friflo.Engine.ECS;
using LittleSim.Content;
using LittleSim.Net;
using LittleSim.Scenes;
using LittleSim.Server;
using MrGameEng.Core;
using MrGameEng.Graphics;
using MrGameEng.Net;
// Дедикейтед-сервер LittleSim: мир без окна и GPU на HeadlessHost движка.
// dotnet run --project src/LittleSim.Server — fast-forward N дней
// dotnet run --project src/LittleSim.Server -- --days 30 — то же, явное число дней
// dotnet run --project src/LittleSim.Server -- --listen [--port N] — онлайн-мир (WebSocket)
// dotnet run --project src/LittleSim.Server -- --probe [--port N] — проверка: подключиться
// к серверу и показать реплицированных жителей
var days = ReadOption("--days", 10);
var ticksPerSecond = ReadOption("--tps", 60);
var port = ReadOption("--port", NetSchema.DefaultPort);
Log.MessageLogged += (level, message) => Console.WriteLine($"[{level}] {message}");
if (Array.IndexOf(args, "--probe") >= 0)
{
return await Probe(port);
}
var content = GameContent.Load(buildAtlases: false);
Log.Info(
$"Моды: {string.Join(", ", content.Mods.Select(m => m.ToString()))} | "
+ $"дефов: {content.Defs.All<TerrainDef>().Count} террейна, "
+ $"{content.Defs.All<PlantDef>().Count} растений, "
+ $"{content.Defs.All<PawnDef>().Count} жителей"
);
if (Array.IndexOf(args, "--listen") >= 0)
{
using var socketServer = new WebSocketServer(port);
socketServer.Start();
using var host = new HeadlessHost(
new HeadlessHostOptions { TicksPerSecond = ticksPerSecond, Realtime = true },
new HeadlessWorldScene(content, socketServer)
);
using var cancel = new CancellationTokenSource();
Console.CancelKeyPress += (_, eventArgs) =>
{
eventArgs.Cancel = true;
cancel.Cancel();
};
Log.Info(
$"Мир онлайн: ws://localhost:{port}, {HeadlessWorldScene.PawnCount} жителей, "
+ $"{ticksPerSecond} тиков/с. Клиент: dotnet run --project src/LittleSim -- --connect. "
+ "Ctrl+C — остановка."
);
host.Run(cancel.Token);
Log.Info($"Сервер остановлен на тике {host.TickCount}.");
return 0;
}
using (
var host = new HeadlessHost(
new HeadlessHostOptions { TicksPerSecond = ticksPerSecond, Realtime = false },
new HeadlessWorldScene(content)
)
)
{
var ticks = (long)((double)days * WorldScene.SecondsPerDay * ticksPerSecond);
var stopwatch = Stopwatch.StartNew();
host.RunTicks(ticks);
Log.Info(
$"{days} игровых дней за {stopwatch.Elapsed.TotalSeconds:F1} с реального времени "
+ $"({ticks} тиков, {ticks / Math.Max(stopwatch.Elapsed.TotalSeconds, 0.001):F0} тиков/с)"
);
}
return 0;
// Подключается к работающему серверу, секунду слушает снапшоты и показывает жителей —
// консольная проверка репликации без игрового клиента.
async Task<int> Probe(int probePort)
{
var store = new EntityStore();
var replication = new ReplicationClient(NetSchema.Create(), store);
var uri = new Uri($"ws://localhost:{probePort}/");
Log.Info($"Подключение к {uri}…");
WebSocketClient connection;
try
{
connection = await WebSocketClient.ConnectAsync(
uri,
new CancellationTokenSource(TimeSpan.FromSeconds(5)).Token
);
}
catch (Exception exception)
{
Log.Error($"Не подключилось: {exception.GetBaseException().Message}");
return 1;
}
using (connection)
{
await Task.Delay(1000);
replication.Pump(connection);
var first = SamplePositions(store);
Log.Info($"Снапшот получен: {replication.EntityCount} жителей");
await Task.Delay(2000);
replication.Pump(connection);
var second = SamplePositions(store);
for (var i = 0; i < first.Count; i++)
{
Log.Info(
$" житель {first[i].NetId}: ({first[i].X:F0}, {first[i].Y:F0}) → "
+ $"({second[i].X:F0}, {second[i].Y:F0})"
);
}
var moved = first.Where((p, i) => p.X != second[i].X || p.Y != second[i].Y).Count();
Log.Info($"Двигались {moved} из {first.Count} показанных — мир жив.");
return replication.EntityCount > 0 && moved > 0 ? 0 : 1;
}
}
static List<(int NetId, float X, float Y)> SamplePositions(EntityStore store)
{
var result = new List<(int, float, float)>();
foreach (var entity in store.Entities)
{
if (result.Count == 5)
{
break;
}
if (entity.HasComponent<NetId>() && entity.HasComponent<Transform2D>())
{
var position = entity.GetComponent<Transform2D>().Position;
result.Add((entity.GetComponent<NetId>().Value, position.X, position.Y));
}
}
return result;
}
int ReadOption(string name, int fallback)
{
var index = Array.IndexOf(args, name);
return index >= 0 && index + 1 < args.Length && int.TryParse(args[index + 1], out var value)
? value
: fallback;
}
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<Router AppAssembly="@typeof(App).Assembly">
<Found Context="routeData">
<RouteView RouteData="@routeData" DefaultLayout="@typeof(MainLayout)" />
<FocusOnNavigate RouteData="@routeData" Selector="h1" />
</Found>
<NotFound>
<PageTitle>Not found</PageTitle>
<LayoutView Layout="@typeof(MainLayout)">
<p role="alert">Sorry, there's nothing at this address.</p>
</LayoutView>
</NotFound>
</Router>
@@ -0,0 +1,15 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:BlazorGL
/config:
/profile:Reach
/compress:True
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
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@@ -0,0 +1 @@
<Project></Project>
+63
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<Project Sdk="Microsoft.NET.Sdk.BlazorWebAssembly">
<PropertyGroup>
<EnableDefaultCompileItems>false</EnableDefaultCompileItems>
<TargetFramework>net8.0</TargetFramework>
<Nullable>enable</Nullable>
<ImplicitUsings>disable</ImplicitUsings>
<RootNamespace>LittleSim.Web</RootNamespace>
<AssemblyName>LittleSim.Web</AssemblyName>
<DefineConstants>$(DefineConstants);BLAZORGL</DefineConstants>
<KniPlatform>BlazorGL</KniPlatform>
</PropertyGroup>
<PropertyGroup>
<BlazorEnableTimeZoneSupport>false</BlazorEnableTimeZoneSupport>
</PropertyGroup>
<ItemGroup>
<Compile Include="Pages\Index.razor.cs" />
<Compile Include="Program.cs" />
<Compile Include="LittleSimWebGame.cs" />
<Compile Include="NetContract.cs" />
<Compile Include="WorldViewScene.cs" />
</ItemGroup>
<ItemGroup>
<!--
Веб-клиент собирается против KNI (форк MonoGame с платформой Blazor/WebGL), поэтому
ссылается только на платформо-независимые библиотеки движка: Core и Net.
Графические библиотеки движка (DesktopGL) сюда подключать нельзя — у KNI свои
сборки с теми же неймспейсами.
-->
<ProjectReference Include="..\..\engine\src\MrGameEng.Core\MrGameEng.Core.csproj" />
<ProjectReference Include="..\..\engine\src\MrGameEng.Net\MrGameEng.Net.csproj" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="nkast.Xna.Framework" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Content" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Graphics" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Audio" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Media" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Input" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Game" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Devices" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.Storage" Version="4.2.9001" />
<PackageReference Include="nkast.Xna.Framework.XR" Version="4.2.9001" />
<PackageReference Include="nkast.Kni.Platform.Blazor.GL" Version="4.2.9001.2" />
<PackageReference Include="nkast.Xna.Framework.Content.Pipeline.Builder" Version="4.2.9001" />
</ItemGroup>
<ItemGroup Condition=" '$(TargetFramework)' == 'net8.0' ">
<PackageReference Include="Microsoft.AspNetCore.Components.WebAssembly" Version="8.0.17" />
<PackageReference
Include="Microsoft.AspNetCore.Components.WebAssembly.DevServer"
Version="8.0.17"
PrivateAssets="all"
/>
</ItemGroup>
<ItemGroup>
<KniContentReference Include="Content\LittleSimWebContent.mgcb" />
</ItemGroup>
</Project>
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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core;
namespace LittleSim.Web;
/// <summary>
/// Веб-хост LittleSim поверх KNI (BlazorGL/WebGL) — браузерный аналог
/// MrGameEng.Host.GameHost: владеет EngineContext ядра, гонит GameClock и фазы сцены.
/// Цикл тикается из requestAnimationFrame (см. Pages/Index.razor.cs). Когда графика
/// движка научится собираться под KNI, этот класс переедет в MrGameEng.Host.Web.
/// </summary>
public class LittleSimWebGame : Game
{
/// <summary>Контекст ядра движка, общий со сценами и системами.</summary>
public EngineContext Context { get; } = new EngineContext();
private readonly Uri _server;
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch = null!;
private Texture2D _pixel = null!;
/// <summary>Игра, подключающаяся к серверу <paramref name="server"/>.</summary>
public LittleSimWebGame(Uri server)
{
_server = server;
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <inheritdoc />
protected override void Initialize()
{
base.Initialize();
Context.Scenes.Switch(new WorldViewScene(_server, () => _spriteBatch, () => _pixel));
}
/// <inheritdoc />
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
_pixel = new Texture2D(GraphicsDevice, 1, 1);
_pixel.SetData(new[] { Color.White });
}
/// <inheritdoc />
protected override void Update(GameTime gameTime)
{
Context.Clock.Advance((float)gameTime.ElapsedGameTime.TotalSeconds);
Context.Scenes.Update(Context.Clock);
base.Update(gameTime);
}
/// <inheritdoc />
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(new Color(12, 16, 24));
Context.Scenes.Draw(Context.Clock);
base.Draw(gameTime);
}
}
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@inherits LayoutComponentBase
<div class="page">
<main>
@Body
</main>
</div>
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.page
{
position: relative;
display: flex;
flex-direction: column;
}
main
{
flex: 1;
}
.sidebar
{
background-image: linear-gradient(180deg, rgb(5, 39, 103) 0%, #3a0647 70%);
}
.top-row
{
background-color: #f7f7f7;
border-bottom: 1px solid #d6d5d5;
justify-content: flex-end;
height: 3.5rem;
display: flex;
align-items: center;
}
.top-row ::deep a, .top-row ::deep .btn-link
{
white-space: nowrap;
margin-left: 1.5rem;
text-decoration: none;
}
.top-row ::deep a:hover, .top-row ::deep .btn-link:hover
{
text-decoration: underline;
}
.top-row ::deep a:first-child
{
overflow: hidden;
text-overflow: ellipsis;
}
@media (max-width: 640.98px)
{
.top-row:not(.auth)
{
display: none;
}
.top-row.auth
{
justify-content: space-between;
}
.top-row ::deep a, .top-row ::deep .btn-link
{
margin-left: 0;
}
}
@media (min-width: 641px)
{
.page
{
flex-direction: row;
}
.sidebar
{
width: 250px;
height: 100vh;
position: sticky;
top: 0;
}
.top-row
{
position: sticky;
top: 0;
z-index: 1;
}
.top-row.auth ::deep a:first-child
{
flex: 1;
text-align: right;
width: 0;
}
.top-row, article
{
padding-left: 2rem !important;
padding-right: 1.5rem !important;
}
}
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using Friflo.Engine.ECS;
using Microsoft.Xna.Framework;
using MrGameEng.Net;
namespace LittleSim.Web;
// ВНИМАНИЕ: бинарное зеркало сетевого контракта десктопа (src/LittleSim/Net/NetSchema.cs).
// Веб-клиент не может ссылаться на LittleSim/MrGameEng.Graphics (они собраны против
// MonoGame DesktopGL, а тут KNI), поэтому реплицируемые компоненты продублированы
// со СТРОГО тем же лейаутом и порядком регистрации. Меняешь схему там — меняй здесь.
// Уйдёт после пер-платформенной сборки графических библиотек (см. docs/web-client.md).
/// <summary>Зеркало MrGameEng.Graphics.Transform2D: Position(8) + Rotation(4) + Scale(8).</summary>
public struct NetTransform : IComponent
{
/// <summary>Позиция в мировых координатах.</summary>
public Vector2 Position;
/// <summary>Поворот в радианах.</summary>
public float Rotation;
/// <summary>Масштаб (у жителей — размер квада в пикселях).</summary>
public Vector2 Scale;
}
/// <summary>Зеркало LittleSim.Sim.PawnNeeds: Energy(4).</summary>
public struct NetPawnNeeds : IComponent
{
/// <summary>Запас сил жителя в [0, 1] — затемняет спрайт.</summary>
public float Energy;
}
/// <summary>Схема репликации веб-клиента — порядок тот же, что в NetSchema десктопа.</summary>
public static class WebNetSchema
{
/// <summary>Порт сервера по умолчанию (NetSchema.DefaultPort).</summary>
public const int DefaultPort = 9050;
/// <summary>Transform2D → NetTransform, PawnNeeds → NetPawnNeeds.</summary>
public static ReplicationSchema Create() =>
new ReplicationSchema().Register<NetTransform>().Register<NetPawnNeeds>();
}
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@page "/"
@page "/index.html"
@inject IJSRuntime JsRuntime
@using nkast.Wasm.Canvas
<PageTitle>LittleSim</PageTitle>
<div id="canvasHolder" style="
background: #000;
margin:0%;
position: fixed;
top: 0px;
right: 0px;
bottom: 0px;
left: 0px;
width:100vw;
height:100vh;
">
<canvas id="theCanvas" style="touch-action:none;"></canvas>
</div>
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using System;
using Microsoft.AspNetCore.Components;
using Microsoft.JSInterop;
using Microsoft.Xna.Framework;
namespace LittleSim.Web.Pages
{
public partial class Index
{
[Inject]
private NavigationManager Navigation { get; set; } = null!;
private Game? _game;
protected override void OnAfterRender(bool firstRender)
{
base.OnAfterRender(firstRender);
if (firstRender)
{
JsRuntime.InvokeAsync<object>("initRenderJS", DotNetObjectReference.Create(this));
}
}
[JSInvokable]
public void TickDotNet()
{
if (_game == null)
{
_game = new LittleSimWebGame(ResolveServerUri());
_game.Run();
}
_game.Tick();
}
// Адрес сервера: ?server=ws://host:port в URL страницы; по умолчанию —
// хост самой страницы на порту LittleSim.Server.
private Uri ResolveServerUri()
{
var page = new Uri(Navigation.Uri);
var query = page.Query.TrimStart('?');
foreach (var pair in query.Split('&', StringSplitOptions.RemoveEmptyEntries))
{
var separator = pair.IndexOf('=');
if (separator > 0 && pair[..separator] == "server")
{
return new Uri(Uri.UnescapeDataString(pair[(separator + 1)..]));
}
}
return new UriBuilder
{
Scheme = "ws",
Host = page.Host,
Port = WebNetSchema.DefaultPort,
}.Uri;
}
}
}
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using System;
using System.Net.Http;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Components.Web;
using Microsoft.AspNetCore.Components.WebAssembly.Hosting;
using Microsoft.Extensions.DependencyInjection;
namespace LittleSim.Web
{
internal class Program
{
private static async Task Main(string[] args)
{
var builder = WebAssemblyHostBuilder.CreateDefault(args);
builder.RootComponents.Add<App>("#app");
builder.RootComponents.Add<HeadOutlet>("head::after");
builder.Services.AddScoped(sp => new HttpClient()
{
BaseAddress = new Uri(builder.HostEnvironment.BaseAddress),
});
await builder.Build().RunAsync();
}
}
}
@@ -0,0 +1,30 @@
{
"iisSettings": {
"windowsAuthentication": false,
"anonymousAuthentication": true,
"iisExpress": {
"applicationUrl": "http://localhost:56897",
"sslPort": 0
}
},
"profiles": {
"KniWebSpike": {
"commandName": "Project",
"dotnetRunMessages": true,
"launchBrowser": true,
"inspectUri": "{wsProtocol}://{url.hostname}:{url.port}/_framework/debug/ws-proxy?browser={browserInspectUri}",
"applicationUrl": "http://localhost:5259",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
},
"IIS Express": {
"commandName": "IISExpress",
"launchBrowser": true,
"inspectUri": "{wsProtocol}://{url.hostname}:{url.port}/_framework/debug/ws-proxy?browser={browserInspectUri}",
"environmentVariables": {
"ASPNETCORE_ENVIRONMENT": "Development"
}
}
}
}
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using System;
using System.Threading.Tasks;
using Friflo.Engine.ECS;
using Friflo.Engine.ECS.Systems;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core;
using MrGameEng.Net;
namespace LittleSim.Web;
/// <summary>
/// Браузерный клиент мира LittleSim: подключается к дедикейтед-серверу
/// (LittleSim.Server --listen), применяет дельта-снапшоты в свой EntityStore и рисует
/// жителей через KNI SpriteBatch (WebGL). Симуляция целиком на сервере — сюда приезжают
/// только компоненты схемы (позиция + потребности); позиции сглаживаются до частоты
/// кадра, усталость затемняет квадратик жителя.
/// </summary>
public sealed class WorldViewScene : Scene
{
private readonly Uri _server;
private readonly Func<SpriteBatch> _spriteBatch;
private readonly Func<Texture2D> _pixel;
private ReplicationClient _replication = null!;
private Task<WebSocketClient>? _connecting;
private WebSocketClient? _connection;
/// <summary>Сцена, подключающаяся к <paramref name="server"/>.</summary>
public WorldViewScene(Uri server, Func<SpriteBatch> spriteBatch, Func<Texture2D> pixel)
{
_server = server;
_spriteBatch = spriteBatch;
_pixel = pixel;
}
/// <summary>Сглаживание сетевой позиции: цель из снапшота, визуал лерпится покадрово.</summary>
private struct NetLerp : IComponent
{
public Vector2 Visual;
public Vector2 Target;
public bool Initialized;
}
protected override void OnLoad()
{
_replication = new ReplicationClient(WebNetSchema.Create(), Store);
_replication.EntitySpawned += entity => entity.AddComponent(new NetLerp());
UpdateSystems.Add(new CallbackSystem(Pump));
UpdateSystems.Add(new NetSmoothingSystem());
DrawSystems.Add(new PawnDrawSystem(_spriteBatch, _pixel));
Log.Info($"LittleSim.Web: connecting to {_server}…");
_connecting = WebSocketClient.ConnectAsync(_server);
}
protected override void OnUnload() => _connection?.Close();
private void Pump()
{
if (_connecting is { IsCompleted: true } finished)
{
_connecting = null;
if (finished.IsFaulted)
{
Log.Error(
$"Connect to {_server} failed: "
+ finished.Exception?.GetBaseException().Message
);
}
else
{
_connection = finished.Result;
Log.Info($"Connected to {_server}");
}
}
if (_connection is not null)
{
_replication.Pump(_connection);
}
}
/// <summary>Вызывает делегат каждый тик — мелкая логика сцены без отдельного класса.</summary>
private sealed class CallbackSystem(Action update) : BaseSystem
{
protected override void OnUpdateGroup() => update();
}
/// <summary>Та же экспонента, что в NetSmoothingSystem десктопа (LittleSim/Net/NetSmoothing.cs).</summary>
private sealed class NetSmoothingSystem : QuerySystem<NetTransform, NetLerp>
{
private const float Rate = 12f;
protected override void OnUpdate()
{
var blend = 1f - MathF.Exp(-Rate * Tick.deltaTime);
Query.ForEachEntity(
(ref NetTransform transform, ref NetLerp lerp, Entity _) =>
{
if (!lerp.Initialized)
{
lerp.Visual = lerp.Target = transform.Position;
lerp.Initialized = true;
return;
}
if (transform.Position != lerp.Visual)
{
lerp.Target = transform.Position;
}
lerp.Visual = Vector2.Lerp(lerp.Visual, lerp.Target, blend);
transform.Position = lerp.Visual;
}
);
}
}
/// <summary>Житель — квадратик размером Scale, затемняющийся с усталостью (как на десктопе).</summary>
private sealed class PawnDrawSystem(Func<SpriteBatch> spriteBatch, Func<Texture2D> pixel)
: QuerySystem<NetTransform, NetPawnNeeds>
{
private const float MinBrightness = 0.45f;
protected override void OnUpdate()
{
var batch = spriteBatch();
var white = pixel();
batch.Begin();
Query.ForEachEntity(
(ref NetTransform transform, ref NetPawnNeeds needs, Entity _) =>
{
var size = transform.Scale;
var brightness =
MinBrightness + (1f - MinBrightness) * Math.Clamp(needs.Energy, 0f, 1f);
batch.Draw(
white,
new Rectangle(
(int)(transform.Position.X - size.X / 2f),
(int)(transform.Position.Y - size.Y / 2f),
(int)size.X,
(int)size.Y
),
Color.White * brightness
);
}
);
batch.End();
}
}
}
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@using System.Net.Http
@using System.Net.Http.Json
@using Microsoft.AspNetCore.Components.Forms
@using Microsoft.AspNetCore.Components.Routing
@using Microsoft.AspNetCore.Components.Web
@using Microsoft.AspNetCore.Components.Web.Virtualization
@using Microsoft.AspNetCore.Components.WebAssembly.Http
@using Microsoft.JSInterop
@using nkast.Wasm.Canvas
@using LittleSim.Web
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html, body
{
font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;
}
h1:focus
{
outline: none;
}
a, .btn-link
{
color: #0077cc;
}
.btn-primary
{
color: #fff;
background-color: #1b6ec2;
border-color: #1861ac;
}
.content
{
padding-top: 1.1rem;
}
.valid.modified:not([type=checkbox])
{
outline: 1px solid #26b050;
}
.invalid
{
outline: 1px solid red;
}
.validation-message
{
color: red;
}
#blazor-error-ui
{
background: lightyellow;
bottom: 0;
box-shadow: 0 -1px 2px rgba(0, 0, 0, 0.2);
display: none;
left: 0;
padding: 0.6rem 1.25rem 0.7rem 1.25rem;
position: fixed;
width: 100%;
z-index: 1000;
}
#blazor-error-ui .dismiss
{
cursor: pointer;
position: absolute;
right: 0.75rem;
top: 0.5rem;
}
.blazor-error-boundary
{
background: url(data:image/svg+xml;base64,PHN2ZyB3aWR0aD0iNTYiIGhlaWdodD0iNDkiIHhtbG5zPSJodHRwOi8vd3d3LnczLm9yZy8yMDAwL3N2ZyIgeG1sbnM6eGxpbms9Imh0dHA6Ly93d3cudzMub3JnLzE5OTkveGxpbmsiIG92ZXJmbG93PSJoaWRkZW4iPjxkZWZzPjxjbGlwUGF0aCBpZD0iY2xpcDAiPjxyZWN0IHg9IjIzNSIgeT0iNTEiIHdpZHRoPSI1NiIgaGVpZ2h0PSI0OSIvPjwvY2xpcFBhdGg+PC9kZWZzPjxnIGNsaXAtcGF0aD0idXJsKCNjbGlwMCkiIHRyYW5zZm9ybT0idHJhbnNsYXRlKC0yMzUgLTUxKSI+PHBhdGggZD0iTTI2My41MDYgNTFDMjY0LjcxNyA1MSAyNjUuODEzIDUxLjQ4MzcgMjY2LjYwNiA1Mi4yNjU4TDI2Ny4wNTIgNTIuNzk4NyAyNjcuNTM5IDUzLjYyODMgMjkwLjE4NSA5Mi4xODMxIDI5MC41NDUgOTIuNzk1IDI5MC42NTYgOTIuOTk2QzI5MC44NzcgOTMuNTEzIDI5MSA5NC4wODE1IDI5MSA5NC42NzgyIDI5MSA5Ny4wNjUxIDI4OS4wMzggOTkgMjg2LjYxNyA5OUwyNDAuMzgzIDk5QzIzNy45NjMgOTkgMjM2IDk3LjA2NTEgMjM2IDk0LjY3ODIgMjM2IDk0LjM3OTkgMjM2LjAzMSA5NC4wODg2IDIzNi4wODkgOTMuODA3MkwyMzYuMzM4IDkzLjAxNjIgMjM2Ljg1OCA5Mi4xMzE0IDI1OS40NzMgNTMuNjI5NCAyNTkuOTYxIDUyLjc5ODUgMjYwLjQwNyA1Mi4yNjU4QzI2MS4yIDUxLjQ4MzcgMjYyLjI5NiA1MSAyNjMuNTA2IDUxWk0yNjMuNTg2IDY2LjAxODNDMjYwLjczNyA2Ni4wMTgzIDI1OS4zMTMgNjcuMTI0NSAyNTkuMzEzIDY5LjMzNyAyNTkuMzEzIDY5LjYxMDIgMjU5LjMzMiA2OS44NjA4IDI1OS4zNzEgNzAuMDg4N0wyNjEuNzk1IDg0LjAxNjEgMjY1LjM4IDg0LjAxNjEgMjY3LjgyMSA2OS43NDc1QzI2Ny44NiA2OS43MzA5IDI2Ny44NzkgNjkuNTg3NyAyNjcuODc5IDY5LjMxNzkgMjY3Ljg3OSA2Ny4xMTgyIDI2Ni40NDggNjYuMDE4MyAyNjMuNTg2IDY2LjAxODNaTTI2My41NzYgODYuMDU0N0MyNjEuMDQ5IDg2LjA1NDcgMjU5Ljc4NiA4Ny4zMDA1IDI1OS43ODYgODkuNzkyMSAyNTkuNzg2IDkyLjI4MzcgMjYxLjA0OSA5My41Mjk1IDI2My41NzYgOTMuNTI5NSAyNjYuMTE2IDkzLjUyOTUgMjY3LjM4NyA5Mi4yODM3IDI2Ny4zODcgODkuNzkyMSAyNjcuMzg3IDg3LjMwMDUgMjY2LjExNiA4Ni4wNTQ3IDI2My41NzYgODYuMDU0N1oiIGZpbGw9IiNGRkU1MDAiIGZpbGwtcnVsZT0iZXZlbm9kZCIvPjwvZz48L3N2Zz4=) no-repeat 1rem/1.8rem, #b32121;
padding: 1rem 1rem 1rem 3.7rem;
color: white;
}
.blazor-error-boundary::after
{
content: "An error has occurred."
}
#theCanvas
{
position: fixed;
top: 0px;
right: 0px;
bottom: 0px;
left: 0px;
/* Disable text highlighting and magnifying glass on iPhone/webkit */
-webkit-user-select: none;
}
#canvas
{
position: fixed;
top: 0px;
right: 0px;
bottom: 0px;
left: 0px;
}
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
<title>LittleSim</title>
<base href="./" />
<link href="css/bootstrap/bootstrap.min.css" rel="stylesheet" />
<link href="css/app.css" rel="stylesheet" />
<link href="LittleSim.Web.styles.css" rel="stylesheet" />
</head>
<body>
<div id="app">
<div id="loading" style="display: table-cell; margin: auto; width:100vw; height:100vh; vertical-align: middle; background: #ffcc10;">
<div style="display: block; margin: auto; width: 9em; color: white;font-family: 'Segoe UI', sans-serif;">
<div style="text-align: center; font-size: 0.85em;">Made with<br/><a href="https://github.com/kniEngine/kni"><img src="kni.png" border="0" alt="Kni"></a></div>
<div style="text-align: center; font-size: 1.8em;">loading&nbsp;<marquee style="width:0.9em; vertical-align: bottom;">.&nbsp;.&nbsp;.&nbsp;&nbsp;&nbsp;</marquee></div>
</div>
</div>
</div>
<div id="blazor-error-ui">
An unhandled error has occurred.
<a href="" class="reload">Reload</a>
<a class="dismiss">x</a>
</div>
<script src="_framework/blazor.webassembly.js" autostart="false"></script>
<script type="module">
import { BrotliDecode } from './js/decode.min.js';
window.BrotliDecode = BrotliDecode;
// Set this to enable Brotli (.br) decompression on static webServers
// that don't support content compression and http://.
var enableBrotliDecompression = false;
Blazor.start({
loadBootResource: function (type, name, defaultUri, integrity)
{
if (enableBrotliDecompression === true && type !== 'dotnetjs' && location.hostname !== 'localhost')
{
return (async function()
{
const response = await fetch(defaultUri + '.br', { cache: 'no-cache' });
if (!response.ok)
throw new Error(response.statusText);
const originalResponseBuffer = await response.arrayBuffer();
const originalResponseArray = new Int8Array(originalResponseBuffer);
const contentType = (type === 'dotnetwasm')
? 'application/wasm'
: 'application/octet-stream';
const decompressedResponseArray = BrotliDecode(originalResponseArray);
return new Response(decompressedResponseArray,
{ headers: { 'content-type': contentType }
});
})();
}
}
});
</script>
<script src="_content/nkast.Wasm.JSInterop/js/JSObject.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Dom/js/Window.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Dom/js/Document.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Dom/js/Navigator.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Dom/js/Gamepad.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Dom/js/Media.8.0.11.js"></script>
<script src="_content/nkast.Wasm.XHR/js/XHR.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Canvas/js/Canvas.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Canvas/js/CanvasGLContext.8.0.11.js"></script>
<script src="_content/nkast.Wasm.Audio/js/Audio.8.0.11.js"></script>
<script src="_content/nkast.Wasm.XR/js/XR.8.0.11.js"></script>
<script>
function tickJS()
{
window.theInstance.invokeMethod('TickDotNet');
window.requestAnimationFrame(tickJS);
}
window.initRenderJS = (instance) =>
{
window.theInstance = instance;
// set initial canvas size
var canvas = document.getElementById('theCanvas');
var holder = document.getElementById('canvasHolder');
canvas.width = holder.clientWidth;
canvas.height = holder.clientHeight;
// disable context menu on right click
canvas.addEventListener("contextmenu", e => e.preventDefault());
// begin game loop
window.requestAnimationFrame(tickJS);
};
window.addEventListener("keydown", function(event)
{
// Prevent Arrows Keys and Spacebar scrolling the outer page
// when running inside an iframe. e.g: itch.io embedding.
if ([32, 37, 38, 39, 40].indexOf(event.keyCode) > -1)
event.preventDefault();
});
window.addEventListener("wheel", function(event)
{
// Prevent Mousewheel scrolling the outer page
// when running inside an iframe. e.g: itch.io embedding.
event.preventDefault();
}, { passive: false });
</script>
</body>
</html>
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// micProcessor.js
class MicProcessor extends AudioWorkletProcessor
{
constructor()
{
super();
// global variables for testing
var sampleRate = globalThis.sampleRate;
var currentFrame = globalThis.currentFrame;
var currentTime = globalThis.currentTime;
var currentRenderQuantum = globalThis.currentRenderQuantum;
this.SampleRate = sampleRate;
this.TargetSamples = Math.floor(this.SampleRate * 0.1); // 100ms
this.Buffer = new Float32Array(this.TargetSamples);
this.BufferIndex = 0;
this.port.onmessage = (event) =>
{
var data = event.data;
if (typeof data === 'number')
{
//this.port.postMessage(data); // echo back test
}
if (data instanceof Uint8Array)
{
}
};
}
process(inputs, outputs, parameters)
{
var inChannel0 = inputs[0][0];
if (!inChannel0) return true;
let srcIndex = 0;
var srcLen = inChannel0.length;
while (srcIndex < srcLen)
{
var remaining = this.TargetSamples - this.BufferIndex;
var copyCount = Math.min(remaining, srcLen - srcIndex);
this.Buffer.set(
inChannel0.subarray(srcIndex, srcIndex + copyCount),
this.BufferIndex);
this.BufferIndex += copyCount;
srcIndex += copyCount;
if (this.BufferIndex >= this.TargetSamples)
{
this.SendBuffer();
this.BufferIndex = 0;
}
}
return true;
}
SendBuffer()
{
// convert to 16-6bit PCM
var int16 = new Int16Array(this.TargetSamples);
for (var i = 0; i < this.TargetSamples; i++)
{
int16[i] = this.Buffer[i] * 32767;
}
var byteArray = new Uint8Array(int16.buffer);
this.port.postMessage(byteArray, [byteArray.buffer]);
}
}
registerProcessor('mic-processor', MicProcessor);
@@ -0,0 +1,87 @@
// streamProcessor.js
class StreamProcessor extends AudioWorkletProcessor
{
constructor()
{
super();
this.queue = [];
this.port.onmessage = (event) =>
{
var data = event.data;
if (typeof data === 'number')
{
if (data === 2)
{
this.queue = [];
}
}
if (data instanceof Uint8Array)
{
const buffer = new Int16Array(data.buffer, data.byteOffset, data.length / 2);
buffer.offset = 0;
this.queue.push(buffer);
}
};
}
process(inputs, outputs, parameters)
{
const output = outputs[0];
const channelCount = output.length;
const sampleCount = output[0].length;
let written = 0;
while (written < sampleCount && this.queue.length > 0)
{
const buffer = this.queue[0];
const offset = buffer.offset;
const available = buffer.length - offset;
const needed = sampleCount - written;
const copyCount = Math.min(available, needed);
for (let i = 0; i < copyCount; i++)
{
for (let c = 0; c < channelCount; c++)
{
const channel = output[c];
let value = (buffer[offset+i] / 32767);
channel[written+i] = value;
}
}
written += copyCount;
buffer.offset += copyCount;
if (buffer.offset >= buffer.length)
{
this.queue.shift();
this.port.postMessage(1);
}
}
// Fill remaining samples with silence
if (written < sampleCount)
{
for (let c = 0; c < channelCount; c++)
{
const channel = output[c];
for (let i = written; i < sampleCount; i++)
{
let value = 0;
channel[i] = value;
}
}
}
return true;
}
}
registerProcessor("stream-processor", StreamProcessor);
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+23 -14
View File
@@ -44,8 +44,10 @@ public sealed class GameContent
/// <summary>
/// Находит папку Mods (вверх по дереву от исполняемого файла), загружает моды, дефы и
/// языки и инкрементально собирает атласы из смерженного дерева текстур всех модов.
/// С <paramref name="buildAtlases"/> = false атласы не собираются — headless-режим
/// (дедикейтед-сервер) текстур не рисует.
/// </summary>
public static GameContent Load()
public static GameContent Load(bool buildAtlases = true)
{
var modsRoot =
ModLoader.FindModsRoot(AppContext.BaseDirectory)
@@ -71,19 +73,26 @@ public sealed class GameContent
"Cache",
"Atlases"
);
var textures = ModContentTree.Build(mods, "Textures", ".png", ".jpg", ".jpeg", ".bmp");
var result = AtlasBuilder.Build(
new AtlasBuildOptions
{
OutputDirectory = atlasCacheDirectory,
GroupDepth = ModAtlases.GroupDepth,
},
textures.Files.Select(f => (f.FullPath, f.RelativePath))
);
var built = result.Groups.Count(g => !g.Skipped);
Log.Info(
$"Atlases: {built} built, {result.Groups.Count - built} up to date ({result.Groups.Count} total)"
);
if (buildAtlases)
{
var textures = ModContentTree.Build(mods, "Textures", ".png", ".jpg", ".jpeg", ".bmp");
var result = AtlasBuilder.Build(
new AtlasBuildOptions
{
OutputDirectory = atlasCacheDirectory,
GroupDepth = ModAtlases.GroupDepth,
},
textures.Files.Select(f => (f.FullPath, f.RelativePath))
);
var built = result.Groups.Count(g => !g.Skipped);
Log.Info(
$"Atlases: {built} built, {result.Groups.Count - built} up to date ({result.Groups.Count} total)"
);
}
else
{
Log.Info("Atlases: skipped (headless)");
}
return new GameContent(
mods,
+2
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@@ -6,10 +6,12 @@
<ItemGroup>
<ProjectReference Include="..\..\engine\src\MrGameEng.Core\MrGameEng.Core.csproj" />
<ProjectReference Include="..\..\engine\src\MrGameEng.Host\MrGameEng.Host.csproj" />
<ProjectReference Include="..\..\engine\src\MrGameEng.Graphics\MrGameEng.Graphics.csproj" />
<ProjectReference Include="..\..\engine\src\MrGameEng.Audio\MrGameEng.Audio.csproj" />
<ProjectReference Include="..\..\engine\src\MrGameEng.Content\MrGameEng.Content.csproj" />
<ProjectReference Include="..\..\engine\src\MrGameEng.Simulation\MrGameEng.Simulation.csproj" />
<ProjectReference Include="..\..\engine\src\MrGameEng.Net\MrGameEng.Net.csproj" />
<ProjectReference Include="..\..\engine\src\MrGameEng.UI\MrGameEng.UI.csproj" />
<ProjectReference
Include="..\..\engine\src\MrGameEng.Assets.Generator\MrGameEng.Assets.Generator.csproj"
+23
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@@ -0,0 +1,23 @@
using LittleSim.Sim;
using MrGameEng.Graphics;
using MrGameEng.Net;
namespace LittleSim.Net;
/// <summary>
/// Сетевой контракт LittleSim: какие компоненты реплицируются с сервера на клиентов.
/// Сервер (LittleSim.Server) и клиент (<see cref="Scenes.MultiplayerScene"/>) обязаны
/// строить схему одинаково — порядок регистрации определяет wire-id компонентов.
/// ВНИМАНИЕ: у веб-клиента бинарное зеркало этой схемы
/// (src/LittleSim.Web/NetContract.cs — он собран против KNI и не может ссылаться сюда);
/// меняешь состав или порядок — меняй и там.
/// </summary>
public static class NetSchema
{
/// <summary>Порт сервера по умолчанию.</summary>
public const int DefaultPort = 9050;
/// <summary>Схема репликации: позиция/масштаб жителя и его потребности.</summary>
public static ReplicationSchema Create() =>
new ReplicationSchema().Register<Transform2D>().Register<PawnNeeds>();
}
+65
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@@ -0,0 +1,65 @@
using Friflo.Engine.ECS;
using Friflo.Engine.ECS.Systems;
using Microsoft.Xna.Framework;
using MrGameEng.Graphics;
namespace LittleSim.Net;
/// <summary>
/// Сглаживание сетевой позиции между снапшотами. Сервер шлёт ~10 снапшотов в секунду,
/// а рендер идёт на частоте кадра — без сглаживания жители телепортируются рывками.
/// Снапшот пишет в <see cref="Transform2D.Position"/>; система ловит это (позиция
/// разошлась с нарисованной), запоминает цель и каждый кадр экспоненциально подтягивает
/// видимую позицию к цели, записывая её обратно в трансформ для рендера.
/// </summary>
public struct NetLerp : IComponent
{
/// <summary>Нарисованная (сглаженная) позиция прошлого кадра.</summary>
public Vector2 Visual;
/// <summary>Последняя серверная позиция — цель сглаживания.</summary>
public Vector2 Target;
/// <summary>Ложь до первого кадра: стартуем точно с серверной позиции, без подлёта.</summary>
public bool Initialized;
}
/// <summary>
/// Двигает <see cref="NetLerp.Visual"/> к <see cref="NetLerp.Target"/> и пишет результат в
/// <see cref="Transform2D.Position"/>. Ставится после прокачки сети и до рендера.
/// </summary>
public sealed class NetSmoothingSystem : QuerySystem<Transform2D, NetLerp>
{
// Скорость экспоненциального сглаживания: за ~0.25 с визуал почти догоняет цель.
private const float Rate = 12f;
protected override void OnUpdate()
{
var blend = 1f - MathF.Exp(-Rate * Tick.deltaTime);
foreach (var (transforms, lerps, _) in Query.Chunks)
{
var t = transforms.Span;
var l = lerps.Span;
for (var i = 0; i < t.Length; i++)
{
ref var lerp = ref l[i];
ref var position = ref t[i].Position;
if (!lerp.Initialized)
{
lerp.Visual = lerp.Target = position;
lerp.Initialized = true;
continue;
}
// Транформ трогает только снапшот: разошёлся с нарисованным — новая цель.
if (position != lerp.Visual)
{
lerp.Target = position;
}
lerp.Visual = Vector2.Lerp(lerp.Visual, lerp.Target, blend);
position = lerp.Visual;
}
}
}
}
+15 -2
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@@ -1,6 +1,19 @@
using LittleSim.Net;
using LittleSim.Scenes;
using Microsoft.Xna.Framework;
using MrGameEng.Core;
using MrGameEng.Host;
// --connect [ws://host:port] — после загрузки контента сразу в сетевую сцену
// (см. MultiplayerScene); без аргументов — обычный запуск в главное меню.
string? connect = null;
var connectIndex = Array.IndexOf(args, "--connect");
if (connectIndex >= 0)
{
connect =
connectIndex + 1 < args.Length && !args[connectIndex + 1].StartsWith("--")
? args[connectIndex + 1]
: $"ws://localhost:{NetSchema.DefaultPort}/";
}
// Контент Core-мода грузится уже в окне — на загрузочном экране (BootScene), в фоне.
using var host = new GameHost(
@@ -11,7 +24,7 @@ using var host = new GameHost(
Height = 720,
ClearColor = new Color(12, 16, 24),
},
new BootScene()
new BootScene(connect)
);
host.Run();
+14 -2
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@@ -5,6 +5,7 @@ using LittleSim.UI;
using Microsoft.Xna.Framework;
using MrGameEng.Audio;
using MrGameEng.Core;
using MrGameEng.Host;
using MrGameEng.UI;
using Myra.Graphics2D.UI;
@@ -18,10 +19,18 @@ namespace LittleSim.Scenes;
public sealed class BootScene : Scene
{
private readonly string[] _steps = { "Загрузка", "Loading" };
private readonly string? _connectTo;
private Task<GameContent>? _load;
private GameSettings _settings = new();
private Label _label = null!;
/// <summary>Обычный запуск — в главное меню.</summary>
public BootScene()
: this(null) { }
/// <summary>С <paramref name="connectTo"/> (ws://host:port) грузится сразу в сетевую сцену.</summary>
public BootScene(string? connectTo) => _connectTo = connectTo;
protected override void OnLoad()
{
Context.UseAudio();
@@ -46,7 +55,7 @@ public sealed class BootScene : Scene
desktop.Root = Ui.Screen(_label);
// Сборка атласов и дефов — без GPU, поэтому безопасно вне главного потока.
_load = Task.Run(GameContent.Load);
_load = Task.Run(() => GameContent.Load());
UpdateSystems.Add(new CallbackSystem(Tick));
}
@@ -73,6 +82,9 @@ public sealed class BootScene : Scene
Context.Services.Add(content);
Context.Services.Add(new ModAtlases(content.AtlasCacheDirectory));
content.Languages.SetLanguage(_settings.Language);
Context.Scenes.Switch(new MainMenuScene(), Transition.Fade(0.6f));
Scene next = _connectTo is null
? new MainMenuScene()
: new MultiplayerScene(new Uri(_connectTo));
Context.Scenes.Switch(next, Transitions.Fade(0.6f));
}
}
+2 -1
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@@ -2,6 +2,7 @@ using LittleSim.Content;
using LittleSim.UI;
using Microsoft.Xna.Framework.Input;
using MrGameEng.Core;
using MrGameEng.Host;
using MrGameEng.Input;
using MrGameEng.UI;
@@ -40,7 +41,7 @@ public sealed class CreditsScene : Scene
{
if (!Context.Scenes.IsTransitioning)
{
Context.Scenes.Switch(new MainMenuScene(), Transition.Fade(0.4f));
Context.Scenes.Switch(new MainMenuScene(), Transitions.Fade(0.4f));
}
}
}
+3 -2
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@@ -3,6 +3,7 @@ using LittleSim.Content;
using LittleSim.UI;
using Microsoft.Xna.Framework.Input;
using MrGameEng.Core;
using MrGameEng.Host;
using MrGameEng.Input;
using MrGameEng.UI;
using Myra.Graphics2D.UI;
@@ -73,7 +74,7 @@ public sealed class LoadGameScene : Scene
{
Context.Scenes.Switch(
new WorldScene(save.ToConfig(), save),
Transition.Fade(0.6f)
Transitions.Fade(0.6f)
);
}
},
@@ -104,7 +105,7 @@ public sealed class LoadGameScene : Scene
{
if (!Context.Scenes.IsTransitioning)
{
Context.Scenes.Switch(new MainMenuScene(), Transition.Fade(0.4f));
Context.Scenes.Switch(new MainMenuScene(), Transitions.Fade(0.4f));
}
}
}
+2 -1
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@@ -2,6 +2,7 @@ using LittleSim.Content;
using LittleSim.UI;
using Microsoft.Xna.Framework;
using MrGameEng.Core;
using MrGameEng.Host;
using MrGameEng.UI;
namespace LittleSim.Scenes;
@@ -37,7 +38,7 @@ public sealed class MainMenuScene : Scene
{
if (!Context.Scenes.IsTransitioning)
{
Context.Scenes.Switch(scene, Transition.Fade(0.4f));
Context.Scenes.Switch(scene, Transitions.Fade(0.4f));
}
}
}
+136
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@@ -0,0 +1,136 @@
using System;
using System.Threading.Tasks;
using Friflo.Engine.ECS;
using LittleSim.Content;
using LittleSim.Net;
using LittleSim.Sim;
using LittleSim.UI;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using MrGameEng.Assets;
using MrGameEng.Core;
using MrGameEng.DevConsole;
using MrGameEng.Graphics;
using MrGameEng.Host;
using MrGameEng.Input;
using MrGameEng.Net;
using MrGameEng.UI;
using Myra.Graphics2D.UI;
namespace LittleSim.Scenes;
/// <summary>
/// Сетевой клиент: подключается к дедикейтед-серверу (LittleSim.Server --listen) и рендерит
/// реплицированных жителей. Симуляция целиком на сервере; сюда приезжают только компоненты
/// из <see cref="NetSchema"/>, а спрайты вешаются локально при спавне — граница
/// sim/presentation проходит теперь через сеть. Esc — назад в меню, команда консоли `net` —
/// состояние соединения.
/// </summary>
public sealed class MultiplayerScene : Scene
{
private static readonly RectF Bounds = new(0f, 0f, 1280f, 720f);
private readonly Uri _server;
private Task<WebSocketClient>? _connecting;
private WebSocketClient? _connection;
private ReplicationClient _replication = null!;
private InputManager _input = null!;
private GameContent _content = null!;
private Label _hud = null!;
private string _statusKey = "net.connecting";
/// <summary>Сцена, подключающаяся к серверу <paramref name="server"/> (ws:// или wss://).</summary>
public MultiplayerScene(Uri server) => _server = server;
protected override void OnLoad()
{
_content = Context.Services.Get<GameContent>();
var assets = Context.Services.GetOrDefault<AssetManager>() ?? Context.UseAssets();
_input = this.UseInput();
var renderer = this.UseRenderer2D(
new Renderer2DOptions { VirtualResolution = new Point(1280, 720) }
);
GameLayers.EnsureRegistered(renderer);
var white = new Texture2DRegion(assets.Load(GameAssets.Textures.White));
Store.CreateEntity(new Camera(Bounds.Center, zoom: 1f, bounds: Bounds));
// Реплика пишет в ECS сцены; презентацию (спрайт) вешаем сами при спавне.
_replication = new ReplicationClient(NetSchema.Create(), Store);
_replication.EntitySpawned += entity =>
{
var sprite = new Sprite(white, GameLayers.Beings);
sprite.CenterOrigin();
entity.AddComponent(sprite);
entity.AddComponent(new NetLerp());
};
var desktop = this.UseUI();
_hud = new Label { Left = 10, Top = 8 };
desktop.Root = Ui.Screen(_hud);
UpdateSystems.Add(new CallbackSystem(Pump));
// Снапшоты приходят ~10 раз в секунду — сглаживаем позиции до частоты кадра.
UpdateSystems.Add(new NetSmoothingSystem());
// Усталость жителей видна и по сети: PawnNeeds реплицируется, спрайт темнеет локально.
UpdateSystems.Add(new PawnAppearanceSystem());
var console = this.UseDevConsole();
console.Register(
"net",
"net — connection status and replicated entity count",
(c, _) =>
{
c.WriteLine($"server: {_server}");
c.WriteLine($"state: {(_connection?.IsOpen == true ? "connected" : "offline")}");
c.WriteLine($"entities: {_replication.EntityCount}");
}
);
_connecting = WebSocketClient.ConnectAsync(_server);
}
protected override void OnUnload() => _connection?.Close();
private void Pump()
{
if (_connecting is { IsCompleted: true } finished)
{
_connecting = null;
if (finished.IsFaulted)
{
_statusKey = "net.failed";
Log.Error(
$"Connect to {_server} failed: "
+ finished.Exception?.GetBaseException().Message
);
}
else
{
_connection = finished.Result;
_statusKey = "net.connected";
Log.Info($"Connected to {_server}");
}
}
if (_connection is not null)
{
_replication.Pump(_connection);
if (!_connection.IsOpen)
{
_statusKey = "net.lost";
}
}
_hud.Text = _content.Languages.Format(
"net.hud",
_content.Languages.Get(_statusKey),
_replication.EntityCount
);
if (_input.IsKeyPressed(Keys.Escape))
{
_connection?.Close();
Context.Scenes.Switch(new MainMenuScene(), Transitions.Fade(0.4f));
}
}
}
+3 -2
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@@ -6,6 +6,7 @@ using LittleSim.Content;
using LittleSim.UI;
using Microsoft.Xna.Framework.Input;
using MrGameEng.Core;
using MrGameEng.Host;
using MrGameEng.Input;
using MrGameEng.UI;
using Myra.Graphics2D.UI;
@@ -153,14 +154,14 @@ public sealed class NewWorldScene : Scene
Seed = seed,
SmoothPasses = _smoothing,
};
Context.Scenes.Switch(new WorldScene(config), Transition.Fade(0.6f));
Context.Scenes.Switch(new WorldScene(config), Transitions.Fade(0.6f));
}
private void Back()
{
if (!Context.Scenes.IsTransitioning)
{
Context.Scenes.Switch(new MainMenuScene(), Transition.Fade(0.4f));
Context.Scenes.Switch(new MainMenuScene(), Transitions.Fade(0.4f));
}
}
}
+1
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@@ -5,6 +5,7 @@ using LittleSim.UI;
using Microsoft.Xna.Framework;
using MrGameEng.Audio;
using MrGameEng.Core;
using MrGameEng.Host;
using Myra.Graphics2D.Brushes;
using Myra.Graphics2D.UI;
+2 -1
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@@ -5,6 +5,7 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using MrGameEng.Audio;
using MrGameEng.Core;
using MrGameEng.Host;
using MrGameEng.Input;
using MrGameEng.UI;
using Myra.Graphics2D.UI;
@@ -59,7 +60,7 @@ public sealed class SettingsScene : Scene
{
if (!Context.Scenes.IsTransitioning)
{
Context.Scenes.Switch(new MainMenuScene(), Transition.Fade(0.4f));
Context.Scenes.Switch(new MainMenuScene(), Transitions.Fade(0.4f));
}
}
}
+4 -3
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@@ -11,6 +11,7 @@ using MrGameEng.Assets;
using MrGameEng.Core;
using MrGameEng.DevConsole;
using MrGameEng.Graphics;
using MrGameEng.Host;
using MrGameEng.Input;
using MrGameEng.Inspector;
using MrGameEng.Lighting;
@@ -63,7 +64,7 @@ public sealed class WorldScene : Scene
var assets = Context.Services.GetOrDefault<AssetManager>() ?? Context.UseAssets();
var content = Context.Services.Get<GameContent>();
var atlases = Context.Services.Get<ModAtlases>();
var device = Context.GraphicsDevice;
var device = Context.GetGraphicsDevice();
var input = this.UseInput();
_speed = Context.Services.Get<GameSpeed>();
_speed.SetStep(0); // новый мир/загрузка стартуют на x1
@@ -277,7 +278,7 @@ public sealed class WorldScene : Scene
if (!Context.Scenes.IsTransitioning)
{
_speed.Resume();
Context.Scenes.Switch(scene, Transition.Fade(0.5f));
Context.Scenes.Switch(scene, Transitions.Fade(0.5f));
}
}
@@ -298,7 +299,7 @@ public sealed class WorldScene : Scene
c.WriteLine($"regenerating world, seed {seed}");
Context.Scenes.Switch(
new WorldScene(_config with { Seed = seed }),
Transition.Fade(0.6f)
Transitions.Fade(0.6f)
);
}
);