Split the platform out of Core: new Host library + HeadlessHost
CI / build-test (push) Successful in 1m24s

Core now depends only on Friflo.Engine.ECS — no MonoGame, no platform.
The windowed MonoGame host moves to the new MrGameEng.Host library:
GameHost, GameHostOptions, visual scene transitions (OverlayTransition,
Transitions.Fade/Wipe, TransitionRenderer) and the Input feature
(namespace MrGameEng.Input is unchanged). Transition timing stays in
Core (SceneManager exposes ActiveTransition/TransitionCoverage/
TransitionPhase; the host draws the overlay). EngineContext loses its
GraphicsDevice property: hosts publish the device as a service and
graphics code reads it via context.GetGraphicsDevice() in Graphics.

Core gains HeadlessHost: a fixed-timestep loop without a window or GPU
(Tick/RunTicks, Run with wall-clock pacing and lag resync) for dedicated
servers, batch simulation and tests. Graphics and Audio now carry their
own MonoGame.Framework.DesktopGL reference instead of inheriting it
from Core.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-12 23:04:34 +03:00
co-authored by Claude Fable 5
parent 79d406a9f4
commit 2ac074004a
33 changed files with 560 additions and 184 deletions
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core;
namespace MrGameEng.Host;
/// <summary>
/// The engine's windowed game-loop host. Wraps MonoGame's <see cref="Game"/>: owns the
/// <see cref="EngineContext"/>, advances the <see cref="GameClock"/>, drives the active
/// scene's update and draw phases and renders scene-transition overlays. The
/// <see cref="GraphicsDevice"/> is published as a service so graphics modules can reach it
/// through the context. For a loop without a window or GPU see
/// <see cref="HeadlessHost"/> in the core.
/// </summary>
public class GameHost : Game
{
/// <summary>Engine context shared with scenes and systems.</summary>
public EngineContext Context { get; } = new();
/// <summary>The graphics device manager created by the host.</summary>
public GraphicsDeviceManager Graphics { get; }
private readonly GameHostOptions _options;
private readonly Scene _initialScene;
private TransitionRenderer? _transitionRenderer;
/// <summary>Creates a host that starts with <paramref name="initialScene"/>.</summary>
public GameHost(GameHostOptions options, Scene initialScene)
{
_options = options;
_initialScene = initialScene;
Graphics = new GraphicsDeviceManager(this)
{
PreferredBackBufferWidth = options.Width,
PreferredBackBufferHeight = options.Height,
IsFullScreen = options.Fullscreen,
// Borderless, как и обещает GameHostOptions.Fullscreen; по умолчанию MonoGame
// делает эксклюзивное переключение видеорежима монитора.
HardwareModeSwitch = false,
SynchronizeWithVerticalRetrace = options.VSync,
};
IsMouseVisible = true;
IsFixedTimeStep = options.FixedTimeStep;
if (options.FixedTimeStep)
{
TargetElapsedTime = TimeSpan.FromSeconds(1.0 / options.TargetFps);
}
}
/// <inheritdoc />
protected override void Initialize()
{
Window.Title = _options.Title;
Window.AllowUserResizing = _options.AllowResizing;
Context.Services.Add(GraphicsDevice);
Context.Services.Add(Window);
Context.Services.Add<Game>(this);
base.Initialize();
Context.Scenes.Switch(_initialScene);
}
/// <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(_options.ClearColor);
Context.Scenes.Draw(Context.Clock);
DrawTransitionOverlay();
base.Draw(gameTime);
}
private void DrawTransitionOverlay()
{
if (Context.Scenes.ActiveTransition is not OverlayTransition transition)
{
return;
}
_transitionRenderer ??= new TransitionRenderer(GraphicsDevice);
transition.Draw(
_transitionRenderer,
Context.Scenes.TransitionCoverage,
Context.Scenes.TransitionPhase
);
}
/// <inheritdoc />
protected override void OnExiting(object sender, ExitingEventArgs args)
{
Context.Scenes.Switch(null);
Context.Scenes.ApplyPending();
base.OnExiting(sender, args);
}
/// <inheritdoc />
protected override void Dispose(bool disposing)
{
if (disposing)
{
_transitionRenderer?.Dispose();
_transitionRenderer = null;
// GraphicsDevice зарегистрирован как сервис, но им владеет MonoGame:
// base.Dispose сам его освобождает, реестру трогать нельзя.
Context.DisposeOwnedResources(this, GraphicsDevice);
}
base.Dispose(disposing);
}
}
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using Microsoft.Xna.Framework;
namespace MrGameEng.Host;
/// <summary>Window and loop settings for <see cref="GameHost"/>.</summary>
public sealed class GameHostOptions
{
/// <summary>Window title.</summary>
public string Title { get; set; } = "MrGameEng";
/// <summary>Backbuffer width in pixels.</summary>
public int Width { get; set; } = 1280;
/// <summary>Backbuffer height in pixels.</summary>
public int Height { get; set; } = 720;
/// <summary>Borderless fullscreen instead of a window.</summary>
public bool Fullscreen { get; set; }
/// <summary>Synchronize presentation with the display's vertical retrace.</summary>
public bool VSync { get; set; } = true;
/// <summary>Run updates on a fixed timestep (<see cref="TargetFps"/>) instead of as fast as possible.</summary>
public bool FixedTimeStep { get; set; }
/// <summary>Target update rate when <see cref="FixedTimeStep"/> is enabled.</summary>
public int TargetFps { get; set; } = 60;
/// <summary>Color the backbuffer is cleared to each frame.</summary>
public Color ClearColor { get; set; } = Color.CornflowerBlue;
/// <summary>Allow the user to resize the window.</summary>
public bool AllowResizing { get; set; } = true;
}
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using Microsoft.Xna.Framework.Input;
namespace MrGameEng.Input;
/// <summary>
/// Maps game actions (an enum) to any number of physical bindings: keys, mouse buttons or
/// gamepad buttons. Query by action instead of device, rebind at runtime.
/// </summary>
/// <typeparam name="TAction">Enum (or any value) identifying the game's actions.</typeparam>
public sealed class ActionMap<TAction>
where TAction : notnull
{
private readonly InputManager _input;
private readonly Dictionary<TAction, List<Binding>> _bindings = new();
private readonly record struct Binding(Keys? Key, MouseButton? Mouse, Buttons? GamePad);
/// <summary>Creates an action map querying <paramref name="input"/>.</summary>
public ActionMap(InputManager input) => _input = input;
/// <summary>Adds a keyboard binding for <paramref name="action"/>.</summary>
public ActionMap<TAction> Bind(TAction action, Keys key) =>
Add(action, new Binding(key, null, null));
/// <summary>Adds a mouse-button binding for <paramref name="action"/>.</summary>
public ActionMap<TAction> Bind(TAction action, MouseButton button) =>
Add(action, new Binding(null, button, null));
/// <summary>Adds a gamepad-button binding for <paramref name="action"/>.</summary>
public ActionMap<TAction> Bind(TAction action, Buttons button) =>
Add(action, new Binding(null, null, button));
/// <summary>Removes every binding of <paramref name="action"/> (for rebinding).</summary>
public void Unbind(TAction action) => _bindings.Remove(action);
/// <summary>True while any binding of the action is held down.</summary>
public bool IsDown(TAction action) =>
Any(
action,
static (input, b) =>
(b.Key is { } k && input.IsKeyDown(k))
|| (b.Mouse is { } m && input.IsMouseDown(m))
|| (b.GamePad is { } g && input.IsButtonDown(g))
);
/// <summary>True only on the frame any binding of the action went down.</summary>
public bool IsPressed(TAction action) =>
Any(
action,
static (input, b) =>
(b.Key is { } k && input.IsKeyPressed(k))
|| (b.Mouse is { } m && input.IsMousePressed(m))
|| (b.GamePad is { } g && input.IsButtonPressed(g))
);
/// <summary>True only on the frame any binding of the action went up.</summary>
public bool IsReleased(TAction action) =>
Any(
action,
static (input, b) =>
(b.Key is { } k && input.IsKeyReleased(k))
|| (b.Mouse is { } m && input.IsMouseReleased(m))
|| (b.GamePad is { } g && input.IsButtonReleased(g))
);
/// <summary>Composes -1/0/+1 from two digital actions (e.g. move left / move right).</summary>
public float GetAxis(TAction negative, TAction positive) =>
(IsDown(positive) ? 1f : 0f) - (IsDown(negative) ? 1f : 0f);
private ActionMap<TAction> Add(TAction action, Binding binding)
{
if (!_bindings.TryGetValue(action, out var list))
{
list = [];
_bindings.Add(action, list);
}
list.Add(binding);
return this;
}
private bool Any(TAction action, Func<InputManager, Binding, bool> predicate)
{
if (!_bindings.TryGetValue(action, out var list))
{
return false;
}
foreach (var binding in list)
{
if (predicate(_input, binding))
{
return true;
}
}
return false;
}
}
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace MrGameEng.Input;
/// <summary>Mouse buttons addressable through <see cref="InputManager"/>.</summary>
public enum MouseButton
{
/// <summary>Left button.</summary>
Left,
/// <summary>Right button.</summary>
Right,
/// <summary>Middle button (wheel click).</summary>
Middle,
}
/// <summary>
/// Polls keyboard, mouse and gamepad once per frame and keeps the previous frame's state,
/// enabling edge queries (<c>Pressed</c> = went down this frame, <c>Released</c> = went up).
/// Registered as a service by <c>scene.UseInput()</c>; polled by <see cref="InputSystem"/>
/// at the start of the update phase. While <see cref="MrGameEng.Core.InputCapture.Captured"/>
/// is set (e.g. the developer console is open), game-facing input reads as released.
/// </summary>
public sealed class InputManager
{
private readonly MrGameEng.Core.InputCapture? _capture;
private KeyboardState _keyboard;
private KeyboardState _previousKeyboard;
private MouseState _mouse;
private MouseState _previousMouse;
private GamePadState _gamePad;
private GamePadState _previousGamePad;
/// <summary>
/// Creates a manager. With a <paramref name="capture"/>, input is suppressed while a UI
/// overlay holds it (keys/buttons read as released, mouse position and wheel freeze).
/// </summary>
public InputManager(MrGameEng.Core.InputCapture? capture = null) => _capture = capture;
/// <summary>Polls all devices. Called once per frame by <see cref="InputSystem"/>.</summary>
public void Update()
{
if (_capture?.Captured == true)
{
// Оверлей (консоль) захватил ввод: клавиши и кнопки считаются отпущенными,
// позиция мыши и счётчик колеса замораживаются — все дельты нулевые.
Apply(
default,
new MouseState(
_mouse.X,
_mouse.Y,
_mouse.ScrollWheelValue,
ButtonState.Released,
ButtonState.Released,
ButtonState.Released,
ButtonState.Released,
ButtonState.Released
),
default
);
return;
}
Apply(Keyboard.GetState(), Mouse.GetState(), GamePad.GetState(PlayerIndex.One));
}
internal void Apply(KeyboardState keyboard, MouseState mouse, GamePadState gamePad)
{
_previousKeyboard = _keyboard;
_previousMouse = _mouse;
_previousGamePad = _gamePad;
_keyboard = keyboard;
_mouse = mouse;
_gamePad = gamePad;
}
/// <summary>True while the key is held down.</summary>
public bool IsKeyDown(Keys key) => _keyboard.IsKeyDown(key);
/// <summary>True only on the frame the key went down.</summary>
public bool IsKeyPressed(Keys key) =>
_keyboard.IsKeyDown(key) && _previousKeyboard.IsKeyUp(key);
/// <summary>True only on the frame the key went up.</summary>
public bool IsKeyReleased(Keys key) =>
_keyboard.IsKeyUp(key) && _previousKeyboard.IsKeyDown(key);
/// <summary>Mouse cursor position in window pixels.</summary>
public Point MousePosition => _mouse.Position;
/// <summary>Cursor movement since the previous frame.</summary>
public Point MouseDelta => _mouse.Position - _previousMouse.Position;
/// <summary>Scroll wheel change since the previous frame (positive = up).</summary>
public int WheelDelta => _mouse.ScrollWheelValue - _previousMouse.ScrollWheelValue;
/// <summary>True while the mouse button is held down.</summary>
public bool IsMouseDown(MouseButton button) => GetButton(_mouse, button) == ButtonState.Pressed;
/// <summary>True only on the frame the mouse button went down.</summary>
public bool IsMousePressed(MouseButton button) =>
GetButton(_mouse, button) == ButtonState.Pressed
&& GetButton(_previousMouse, button) == ButtonState.Released;
/// <summary>True only on the frame the mouse button went up.</summary>
public bool IsMouseReleased(MouseButton button) =>
GetButton(_mouse, button) == ButtonState.Released
&& GetButton(_previousMouse, button) == ButtonState.Pressed;
/// <summary>True while the gamepad button is held down.</summary>
public bool IsButtonDown(Buttons button) => _gamePad.IsButtonDown(button);
/// <summary>True only on the frame the gamepad button went down.</summary>
public bool IsButtonPressed(Buttons button) =>
_gamePad.IsButtonDown(button) && _previousGamePad.IsButtonUp(button);
/// <summary>True only on the frame the gamepad button went up.</summary>
public bool IsButtonReleased(Buttons button) =>
_gamePad.IsButtonUp(button) && _previousGamePad.IsButtonDown(button);
/// <summary>Left thumbstick, x/y in [-1, 1]. Y is inverted to match the engine's y-down world.</summary>
public Vector2 LeftStick => new(_gamePad.ThumbSticks.Left.X, -_gamePad.ThumbSticks.Left.Y);
private static ButtonState GetButton(in MouseState state, MouseButton button) =>
button switch
{
MouseButton.Left => state.LeftButton,
MouseButton.Right => state.RightButton,
MouseButton.Middle => state.MiddleButton,
_ => ButtonState.Released,
};
}
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using Friflo.Engine.ECS.Systems;
using MrGameEng.Core;
namespace MrGameEng.Input;
/// <summary>Polls the <see cref="InputManager"/> once per frame. Registered first in the update phase.</summary>
public sealed class InputSystem : BaseSystem
{
private readonly InputManager _input;
/// <summary>Creates the system for <paramref name="input"/>.</summary>
public InputSystem(InputManager input) => _input = input;
/// <inheritdoc />
protected override void OnUpdateGroup() => _input.Update();
}
/// <summary>Wires the input module into a <see cref="Scene"/>.</summary>
public static class SceneInputExtensions
{
/// <summary>
/// Returns the shared <see cref="InputManager"/> service (creating it on first use) and
/// inserts <see cref="InputSystem"/> at the start of the scene's update phase.
/// Call from <c>OnLoad</c> before adding gameplay systems.
/// </summary>
public static InputManager UseInput(this Scene scene)
{
var services = scene.Context.Services;
var input = services.GetOrDefault<InputManager>();
if (input is null)
{
var capture = services.GetOrDefault<InputCapture>();
if (capture is null)
{
capture = new InputCapture();
services.Add(capture);
}
input = new InputManager(capture);
services.Add(input);
}
scene.UpdateSystems.Insert(0, new InputSystem(input));
return input;
}
}
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" />
</ItemGroup>
<ItemGroup>
<InternalsVisibleTo Include="MrGameEng.Host.Tests" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
</ItemGroup>
</Project>
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace MrGameEng.Host;
/// <summary>
/// Minimal overlay renderer handed to <see cref="OverlayTransition.Draw"/>: fills rectangles
/// in normalized screen coordinates (0..1 on both axes) over the rendered scene.
/// </summary>
public sealed class TransitionRenderer : IDisposable
{
private readonly GraphicsDevice _device;
private readonly BasicEffect _effect;
private readonly VertexPositionColor[] _vertices = new VertexPositionColor[6];
/// <summary>Disposes the GPU effect. Called by <see cref="GameHost"/> on shutdown.</summary>
public void Dispose() => _effect.Dispose();
internal TransitionRenderer(GraphicsDevice device)
{
_device = device;
_effect = new BasicEffect(device)
{
VertexColorEnabled = true,
TextureEnabled = false,
World = Matrix.Identity,
View = Matrix.Identity,
Projection = Matrix.CreateOrthographicOffCenter(0f, 1f, 1f, 0f, 0f, 1f),
};
}
/// <summary>
/// Fills a rectangle given in normalized screen coordinates with <paramref name="color"/>
/// at the given <paramref name="opacity"/> (0 = invisible, 1 = solid).
/// </summary>
public void Fill(float x, float y, float width, float height, Color color, float opacity = 1f)
{
var alpha = (byte)(Math.Clamp(opacity, 0f, 1f) * color.A);
var premultiplied = Color.FromNonPremultiplied(color.R, color.G, color.B, alpha);
var topLeft = new Vector3(x, y, 0f);
var topRight = new Vector3(x + width, y, 0f);
var bottomLeft = new Vector3(x, y + height, 0f);
var bottomRight = new Vector3(x + width, y + height, 0f);
_vertices[0] = new VertexPositionColor(topLeft, premultiplied);
_vertices[1] = new VertexPositionColor(topRight, premultiplied);
_vertices[2] = new VertexPositionColor(bottomLeft, premultiplied);
_vertices[3] = new VertexPositionColor(bottomLeft, premultiplied);
_vertices[4] = new VertexPositionColor(topRight, premultiplied);
_vertices[5] = new VertexPositionColor(bottomRight, premultiplied);
_device.BlendState = BlendState.AlphaBlend;
_device.DepthStencilState = DepthStencilState.None;
_device.RasterizerState = RasterizerState.CullNone;
foreach (var pass in _effect.CurrentTechnique.Passes)
{
pass.Apply();
_device.DrawUserPrimitives(PrimitiveType.TriangleList, _vertices, 0, 2);
}
}
}
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using Microsoft.Xna.Framework;
using MrGameEng.Core;
namespace MrGameEng.Host;
/// <summary>
/// A scene transition that draws a full-screen overlay through a
/// <see cref="TransitionRenderer"/>. The timing state machine lives in
/// <see cref="SceneManager"/>; <see cref="GameHost"/> renders the overlay each draw while a
/// transition is active. Transitions are stateless and reusable.
/// </summary>
public abstract class OverlayTransition : Transition
{
/// <summary>Creates a transition with explicit phase durations.</summary>
protected OverlayTransition(float outDuration, float inDuration)
: base(outDuration, inDuration) { }
/// <summary>
/// Draws the overlay. <paramref name="coverage"/> is 0 (scene fully visible) to
/// 1 (scene fully covered); <paramref name="phase"/> tells which side of the switch this is.
/// </summary>
public abstract void Draw(TransitionRenderer renderer, float coverage, TransitionPhase phase);
}
/// <summary>Factories for the built-in visual scene transitions.</summary>
public static class Transitions
{
/// <summary>Fade through a solid color (black by default). Total duration is split between out and in.</summary>
public static Transition Fade(float duration = 0.6f, Color? color = null) =>
new FadeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
/// <summary>A curtain wiping across the screen (black by default). Total duration is split between out and in.</summary>
public static Transition Wipe(float duration = 0.6f, Color? color = null) =>
new WipeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
private sealed class FadeTransition(float outDuration, float inDuration, Color color)
: OverlayTransition(outDuration, inDuration)
{
public override void Draw(
TransitionRenderer renderer,
float coverage,
TransitionPhase phase
) => renderer.Fill(0f, 0f, 1f, 1f, color, coverage);
}
private sealed class WipeTransition(float outDuration, float inDuration, Color color)
: OverlayTransition(outDuration, inDuration)
{
public override void Draw(
TransitionRenderer renderer,
float coverage,
TransitionPhase phase
)
{
// Out: шторка растёт слева направо; In: уезжает дальше вправо.
if (phase == TransitionPhase.Out)
{
renderer.Fill(0f, 0f, coverage, 1f, color);
}
else
{
renderer.Fill(1f - coverage, 0f, coverage, 1f, color);
}
}
}
}