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
+19 -10
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@@ -27,13 +27,18 @@ is the living showcase — new engine features are demonstrated there.
Engine libraries (each feature is a namespaced subfolder of its host): Engine libraries (each feature is a namespaced subfolder of its host):
- **`Core`** — game loop, ECS world, scenes, time (`GameClock` with `TimeScale`; `GameSpeed` - **`Core`** — the platform-free kernel: ECS world, scenes and transition timing, time
for discrete pause/1×/3×/6× speed control over the clock, `context.UseGameSpeed(...)`; (`GameClock` with `TimeScale`; `GameSpeed` for discrete pause/1×/3×/6× speed control over
`Calendar` turning scaled time into in-game days, `context.UseCalendar(secondsPerDay)`; the clock, `context.UseGameSpeed(...)`; `Calendar` turning scaled time into in-game days,
`Climate` — continuous seasonal/daily temperature and season over the calendar, `context.UseCalendar(secondsPerDay)`; `Climate` — continuous seasonal/daily temperature
`context.UseClimate(settings)`), and season over the calendar, `context.UseClimate(settings)`), services, logging, and
plus **Input** (`MrGameEng.Input`: `InputManager`, `ActionMap`, `InputSystem`, in **`HeadlessHost`** — a fixed-timestep loop without a window or GPU (dedicated servers,
`Core/Input/`). Depends only on MonoGame and Friflo.Engine.ECS. batch simulation, tests). Depends only on Friflo.Engine.ECS — no MonoGame, no platform.
- **`Host`** — the windowed MonoGame host: `GameHost` (wraps `Game`, owns the window and
`GraphicsDeviceManager`, publishes `GraphicsDevice` as a service), visual scene
transitions (`OverlayTransition`, `Transitions.Fade/Wipe`, `TransitionRenderer`), plus
**Input** (`MrGameEng.Input`: `InputManager`, `ActionMap`, `InputSystem`, in
`Host/Input/`). Nothing depends on `Host` except the game itself. → `Core`.
- **`Graphics`** — custom batched renderer, camera, sprites, plus **Tilemaps** - **`Graphics`** — custom batched renderer, camera, sprites, plus **Tilemaps**
(`MrGameEng.Tilemaps`: code-built tile grids rendered through the batcher, (`MrGameEng.Tilemaps`: code-built tile grids rendered through the batcher,
`scene.UseTilemaps()` after `UseRenderer2D()`, in `Graphics/Tilemaps/`) and **Lighting** `scene.UseTilemaps()` after `UseRenderer2D()`, in `Graphics/Tilemaps/`) and **Lighting**
@@ -70,9 +75,13 @@ Engine libraries (each feature is a namespaced subfolder of its host):
netstandard2.0 analyzer. netstandard2.0 analyzer.
Dependency rule: a library may depend only on `Core` and `Graphics`; `Core` depends only Dependency rule: a library may depend only on `Core` and `Graphics`; `Core` depends only
on MonoGame and Friflo.Engine.ECS. Features grouped into one library share its package on Friflo.Engine.ECS (no MonoGame — the simulation must run headless). MonoGame is pulled
set (e.g. `Content` carries both FontStash and StbImage) — keep optional/heavy deps in by the platform/graphics libraries (`Host`, `Graphics`, `Audio`). Platform resources
(Myra, NVorbis) in their own library so the rest of the engine stays free of them. (e.g. `GraphicsDevice`) are published by hosts as services in `EngineContext.Services`;
graphics code reaches the device via `context.GetGraphicsDevice()` (extension in
`Graphics`). Features grouped into one library share its package set (e.g. `Content`
carries both FontStash and StbImage) — keep optional/heavy deps (Myra, NVorbis) in their
own library so the rest of the engine stays free of them.
## Commands ## Commands
-2
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@@ -1,5 +1,4 @@
<Project> <Project>
<PropertyGroup> <PropertyGroup>
<LangVersion>latest</LangVersion> <LangVersion>latest</LangVersion>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
@@ -13,5 +12,4 @@
<PropertyGroup Condition="$(MSBuildProjectName.StartsWith('MrGameEng.')) AND !$(MSBuildProjectName.EndsWith('.Tests')) AND !$(MSBuildProjectName.EndsWith('.Generator')) AND !$(MSBuildProjectName.EndsWith('.Sample'))"> <PropertyGroup Condition="$(MSBuildProjectName.StartsWith('MrGameEng.')) AND !$(MSBuildProjectName.EndsWith('.Tests')) AND !$(MSBuildProjectName.EndsWith('.Generator')) AND !$(MSBuildProjectName.EndsWith('.Sample'))">
<GenerateDocumentationFile>true</GenerateDocumentationFile> <GenerateDocumentationFile>true</GenerateDocumentationFile>
</PropertyGroup> </PropertyGroup>
</Project> </Project>
+1 -1
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@@ -16,4 +16,4 @@
<PackageVersion Include="xunit.v3" Version="3.2.2" /> <PackageVersion Include="xunit.v3" Version="3.2.2" />
<PackageVersion Include="xunit.runner.visualstudio" Version="3.1.5" /> <PackageVersion Include="xunit.runner.visualstudio" Version="3.1.5" />
</ItemGroup> </ItemGroup>
</Project> </Project>
+30
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@@ -39,6 +39,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.UI.Tests", "tests
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Audio.Tests", "tests\MrGameEng.Audio.Tests\MrGameEng.Audio.Tests.csproj", "{4407F6E6-0B65-41A3-ADFA-B78684A9B918}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Audio.Tests", "tests\MrGameEng.Audio.Tests\MrGameEng.Audio.Tests.csproj", "{4407F6E6-0B65-41A3-ADFA-B78684A9B918}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host", "src\MrGameEng.Host\MrGameEng.Host.csproj", "{59818072-0D2B-4007-A50F-1343FA189EC6}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host.Tests", "tests\MrGameEng.Host.Tests\MrGameEng.Host.Tests.csproj", "{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
@@ -229,6 +233,30 @@ Global
{4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x64.Build.0 = Release|Any CPU {4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x64.Build.0 = Release|Any CPU
{4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x86.ActiveCfg = Release|Any CPU {4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x86.ActiveCfg = Release|Any CPU
{4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x86.Build.0 = Release|Any CPU {4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x86.Build.0 = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x64.ActiveCfg = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x64.Build.0 = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x86.ActiveCfg = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x86.Build.0 = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|Any CPU.ActiveCfg = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|Any CPU.Build.0 = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x64.ActiveCfg = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x64.Build.0 = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x86.ActiveCfg = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x86.Build.0 = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|Any CPU.Build.0 = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x64.ActiveCfg = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x64.Build.0 = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x86.ActiveCfg = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x86.Build.0 = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|Any CPU.ActiveCfg = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|Any CPU.Build.0 = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x64.ActiveCfg = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x64.Build.0 = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x86.ActiveCfg = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
@@ -249,5 +277,7 @@ Global
{C34F2AFF-F2B0-4AC4-A6F9-B114A06FB272} = {0AB3BF05-4346-4AA6-1389-037BE0695223} {C34F2AFF-F2B0-4AC4-A6F9-B114A06FB272} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{7F7D9641-2409-40CB-88A9-56BCE8C90A45} = {0AB3BF05-4346-4AA6-1389-037BE0695223} {7F7D9641-2409-40CB-88A9-56BCE8C90A45} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{4407F6E6-0B65-41A3-ADFA-B78684A9B918} = {0AB3BF05-4346-4AA6-1389-037BE0695223} {4407F6E6-0B65-41A3-ADFA-B78684A9B918} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{59818072-0D2B-4007-A50F-1343FA189EC6} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
EndGlobalSection EndGlobalSection
EndGlobal EndGlobal
+25 -13
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@@ -33,7 +33,8 @@
| Библиотека (сборка) | Фичи (неймспейсы) и ответственность | | Библиотека (сборка) | Фичи (неймспейсы) и ответственность |
|------------------------------|------------------------------------------------------------| |------------------------------|------------------------------------------------------------|
| `MrGameEng.Core` | Игровой цикл (хост над `Game`), `EntityStore`, `SystemRoot`, сцены, время (`GameClock.TimeScale`; `GameSpeed` — дискретная скорость пауза/1×/3×/6× поверх часов; `Calendar` — игровые дни поверх масштабированного времени, `context.UseCalendar(...)`; `Climate` — непрерывная сезонная/суточная температура и сезон поверх календаря, `context.UseClimate(...)`), жизненный цикл. **Input** (`MrGameEng.Input`, `Core/Input/`): клавиатура, мышь, геймпад, action maps | | `MrGameEng.Core` | Платформо-независимое ядро (зависит только от Friflo): `EngineContext`, `EntityStore`, `SystemRoot`, сцены и переходы (тайминг — `Transition`, `SceneManager`; визуал переходов — в `Host`), время (`GameClock.TimeScale`; `GameSpeed` — дискретная скорость пауза/1×/3×/6× поверх часов; `Calendar` — игровые дни поверх масштабированного времени, `context.UseCalendar(...)`; `Climate` — непрерывная сезонная/суточная температура и сезон поверх календаря, `context.UseClimate(...)`), жизненный цикл, `ServiceRegistry`, `Log`. **`HeadlessHost`** — цикл без окна и GPU на фиксированном тике (`Tick`/`RunTicks`/`Run` с realtime-пейсингом): дедикейтед-серверы, батч-симуляция, тесты |
| `MrGameEng.Host` | Оконный MonoGame-хост: `GameHost` (обёртка над `Game` — цикл, окно, `GraphicsDeviceManager`; публикует `GraphicsDevice` сервисом в контексте), визуальные переходы сцен (`OverlayTransition`, фабрики `Transitions.Fade/Wipe`, `TransitionRenderer`). **Input** (`MrGameEng.Input`, `Host/Input/`): клавиатура, мышь, геймпад, action maps |
| `MrGameEng.Graphics` | Собственный батчер-рендерер (см. «Рендеринг»), камера, спрайты, анимации, слои. **Tilemaps** (`MrGameEng.Tilemaps`, `Graphics/Tilemaps/`): тайловые карты кодом — `TileGrid` + `TileSet` + компонент `Tilemap`, отрисовка видимых клеток через батчер. **Lighting** (`MrGameEng.Lighting`, `Graphics/Lighting/`): амбиент день/ночь поверх `Calendar``Renderer2D.AmbientLight`, `scene.UseDayNight(renderer)`; по-клеточный лайтмап — `LightmapBuilder` (амбиент × окклюзия + точечные `PointLight` с трассировкой теней), накладывается multiply поверх мира через `scene.UseLighting(...)`, сэмплируется `Lighting.SampleAt` | | `MrGameEng.Graphics` | Собственный батчер-рендерер (см. «Рендеринг»), камера, спрайты, анимации, слои. **Tilemaps** (`MrGameEng.Tilemaps`, `Graphics/Tilemaps/`): тайловые карты кодом — `TileGrid` + `TileSet` + компонент `Tilemap`, отрисовка видимых клеток через батчер. **Lighting** (`MrGameEng.Lighting`, `Graphics/Lighting/`): амбиент день/ночь поверх `Calendar``Renderer2D.AmbientLight`, `scene.UseDayNight(renderer)`; по-клеточный лайтмап — `LightmapBuilder` (амбиент × окклюзия + точечные `PointLight` с трассировкой теней), накладывается multiply поверх мира через `scene.UseLighting(...)`, сэмплируется `Lighting.SampleAt` |
| `MrGameEng.Audio` | Звуковые эффекты и музыка (NVorbis); `AudioManager` с `SoundVolume`/`MasterVolume` (одна ручка на эффекты и музыку) | | `MrGameEng.Audio` | Звуковые эффекты и музыка (NVorbis); `AudioManager` с `SoundVolume`/`MasterVolume` (одна ручка на эффекты и музыку) |
| `MrGameEng.Content` | Пайплайн контента. **Assets** (`MrGameEng.Assets`): runtime-загрузка без Content Pipeline, кэш, `AssetRef<T>`. **Atlases** (`MrGameEng.Atlases`): текстурные атласы — сборка из дерева картинок (`AtlasBuilder`) и рантайм-загрузка (`TextureAtlas`), CLI `tools/MrGameEng.AtlasTool`. **Mods** (`MrGameEng.Mods`): система модов — порядок загрузки, JSON-дефы, локализация, слияние деревьев контента | | `MrGameEng.Content` | Пайплайн контента. **Assets** (`MrGameEng.Assets`): runtime-загрузка без Content Pipeline, кэш, `AssetRef<T>`. **Atlases** (`MrGameEng.Atlases`): текстурные атласы — сборка из дерева картинок (`AtlasBuilder`) и рантайм-загрузка (`TextureAtlas`), CLI `tools/MrGameEng.AtlasTool`. **Mods** (`MrGameEng.Mods`): система модов — порядок загрузки, JSON-дефы, локализация, слияние деревьев контента |
@@ -69,19 +70,27 @@
### Правило зависимостей ### Правило зависимостей
``` ```
MrGameEng.Audio ─┐ MrGameEng.Host ─┐
MrGameEng.Graphics ─┼──► MrGameEng.Core ──► MonoGame.Framework.DesktopGL MrGameEng.Audio ─┤
│ └──► Friflo.Engine.ECS MrGameEng.Graphics ─┼──► MrGameEng.Core ──► Friflo.Engine.ECS
MrGameEng.Content ─┤ MrGameEng.Content ─┤
MrGameEng.Simulation ─┤ (Content — за Texture2DRegion, MrGameEng.Simulation ─┤ (Content — за Texture2DRegion,
MrGameEng.UI ─┴──► MrGameEng.Graphics Simulation/UI — за Transform2D/рендер) MrGameEng.UI ─┴──► MrGameEng.Graphics Simulation/UI — за Transform2D/рендер)
``` ```
Библиотека зависит **только от `Core` и `Graphics`**. `Core` зависит только от MonoGame Библиотека зависит **только от `Core` и `Graphics`**. `Core` зависит только от Friflo —
и Friflo. Если двум библиотекам нужен общий тип — он переезжает в `Core` (или, если это ни MonoGame, ни другой платформы: благодаря этому симуляция запускается и без окна
графический тип, в `Graphics`). `Content` тянет `Graphics` (атласы выдают (`HeadlessHost`). MonoGame (`MonoGame.Framework.DesktopGL`) тянут платформенные и
`Texture2DRegion`); `Simulation` тянет `Graphics` (`Collisions` использует `Transform2D`, графические библиотеки: `Host`, `Graphics`, `Audio` (и транзитивно их потребители).
`RectF`); `UI` — только `Core` (Myra рисует своим SpriteBatch). Платформенные ресурсы (например `GraphicsDevice`) хосты публикуют сервисами в
`EngineContext.Services`; графический код достаёт девайс через
`context.GetGraphicsDevice()` (расширение в `Graphics`). На `Host` не зависит никто,
кроме самой игры — это точка входа оконной платформы. Если двум библиотекам нужен общий
тип — он переезжает в `Core` (или, если это графический тип, в `Graphics`). `Content`
тянет `Graphics` (атласы выдают `Texture2DRegion`); `Simulation` тянет `Graphics`
(`Collisions` использует `Transform2D`, `RectF`); `UI` — только `Core` (Myra рисует
своим SpriteBatch).
Фичи, собранные в одну библиотеку, делят её набор пакетов (например, `Content` несёт и Фичи, собранные в одну библиотеку, делят её набор пакетов (например, `Content` несёт и
FontStash, и StbImage). Тяжёлые/опциональные зависимости (Myra, NVorbis) держим в FontStash, и StbImage). Тяжёлые/опциональные зависимости (Myra, NVorbis) держим в
@@ -345,12 +354,15 @@ CLI-обёртка: `dotnet run --project tools/MrGameEng.AtlasTool -- <исто
- `SceneManager` владеет активной сценой; обычное переключение откладывается до начала - `SceneManager` владеет активной сценой; обычное переключение откладывается до начала
следующего кадра (сцена никогда не выгружается посреди собственного кадра). следующего кадра (сцена никогда не выгружается посреди собственного кадра).
- `Scenes.Switch(scene, Transition.Fade(0.5f))` — переключение с визуальным переходом: - `Scenes.Switch(scene, Transitions.Fade(0.5f))` — переключение с визуальным переходом:
фаза закрытия (старая сцена живёт) → своп при полном покрытии → фаза открытия. фаза закрытия (старая сцена живёт) → своп при полном покрытии → фаза открытия.
Тяжёлый `OnLoad` новой сцены скрыт за полностью закрытым экраном. Тяжёлый `OnLoad` новой сцены скрыт за полностью закрытым экраном.
- Встроенные переходы: `Transition.Fade(duration, color)` и `Transition.Wipe(duration, color)` - Тайминг-машина (`Transition` — длительности фаз, покрытие) живёт в `Core` и работает
(шторка). Свои — наследованием от `Transition` (рисование через `TransitionRenderer.Fill` и в headless-контексте; визуал — в `Host`: встроенные `Transitions.Fade(duration, color)`
в нормализованных координатах экрана). и `Transitions.Wipe(duration, color)` (шторка). Свои — наследованием от
`OverlayTransition` (рисование через `TransitionRenderer.Fill` в нормализованных
координатах экрана); `GameHost` рисует оверлей поверх сцены, читая
`Scenes.ActiveTransition`/`TransitionCoverage`/`TransitionPhase`.
- Переходы идут по **unscaled**-времени: работают при паузе геймплея (`TimeScale = 0`). - Переходы идут по **unscaled**-времени: работают при паузе геймплея (`TimeScale = 0`).
- Повторный `Switch` во время перехода заменяет целевую сцену, не перезапуская переход. - Повторный `Switch` во время перехода заменяет целевую сцену, не перезапуская переход.
+14 -13
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@@ -1,13 +1,14 @@
<Project Sdk="Microsoft.NET.Sdk"> <Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup> <PropertyGroup>
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="NVorbis" /> <PackageReference Include="MonoGame.Framework.DesktopGL" />
</ItemGroup> <PackageReference Include="NVorbis" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" /> <ItemGroup>
</ItemGroup> <ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
</Project> </ItemGroup>
</Project>
+3 -2
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@@ -2,6 +2,7 @@ using FontStashSharp;
using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core; using MrGameEng.Core;
using MrGameEng.Graphics;
namespace MrGameEng.Assets; namespace MrGameEng.Assets;
@@ -103,7 +104,7 @@ public sealed class AssetManager : IDisposable
{ {
using var stream = File.OpenRead(path); using var stream = File.OpenRead(path);
return Texture2D.FromStream( return Texture2D.FromStream(
context.GraphicsDevice, context.GetGraphicsDevice(),
stream, stream,
DefaultColorProcessors.PremultiplyAlpha DefaultColorProcessors.PremultiplyAlpha
); );
@@ -123,7 +124,7 @@ public sealed class AssetManager : IDisposable
} }
private static Effect LoadEffect(EngineContext context, string path) => private static Effect LoadEffect(EngineContext context, string path) =>
new(context.GraphicsDevice, File.ReadAllBytes(path)); new(context.GetGraphicsDevice(), File.ReadAllBytes(path));
} }
/// <summary>Wires the assets module into the engine.</summary> /// <summary>Wires the assets module into the engine.</summary>
@@ -1,5 +1,6 @@
using MrGameEng.Assets; using MrGameEng.Assets;
using MrGameEng.Core; using MrGameEng.Core;
using MrGameEng.Graphics;
namespace MrGameEng.Atlases; namespace MrGameEng.Atlases;
@@ -14,6 +15,6 @@ public static class AtlasesEngineExtensions
public static void UseTextureAtlases(this EngineContext context) public static void UseTextureAtlases(this EngineContext context)
{ {
var assets = context.Services.Get<AssetManager>(); var assets = context.Services.Get<AssetManager>();
assets.RegisterLoader((_, path) => TextureAtlas.Load(context.GraphicsDevice, path)); assets.RegisterLoader((_, path) => TextureAtlas.Load(context.GetGraphicsDevice(), path));
} }
} }
+10 -31
View File
@@ -1,10 +1,11 @@
using Microsoft.Xna.Framework.Graphics;
namespace MrGameEng.Core; namespace MrGameEng.Core;
/// <summary> /// <summary>
/// Root object handed to scenes and systems: time, scene manager, services and graphics device. /// Root object handed to scenes and systems: time, scene manager and services.
/// Created by <see cref="GameHost"/>; can also be created standalone for headless tests. /// Created by a host (the MonoGame game host or <see cref="HeadlessHost"/>); can also be
/// created standalone for unit tests. Platform resources such as the graphics device are
/// published through <see cref="Services"/> by hosts that have them — the core itself has
/// no platform dependencies.
/// </summary> /// </summary>
public sealed class EngineContext public sealed class EngineContext
{ {
@@ -17,38 +18,16 @@ public sealed class EngineContext
/// <summary>Registry of module services (input, audio, assets, …).</summary> /// <summary>Registry of module services (input, audio, assets, …).</summary>
public ServiceRegistry Services { get; } = new(); public ServiceRegistry Services { get; } = new();
/// <summary> /// <summary>Creates a context. Games normally never create one themselves — the host does.</summary>
/// The graphics device. Available once the host is initialized;
/// throws when accessed in a headless context (unit tests).
/// </summary>
public GraphicsDevice GraphicsDevice =>
_graphicsDevice
?? throw new InvalidOperationException(
"GraphicsDevice is not available (headless context)."
);
/// <summary>True when a graphics device is attached.</summary>
public bool HasGraphicsDevice => _graphicsDevice is not null;
private GraphicsDevice? _graphicsDevice;
/// <summary>Creates a context. Games normally never create one themselves — <see cref="GameHost"/> does.</summary>
public EngineContext() public EngineContext()
{ {
Scenes = new SceneManager(this); Scenes = new SceneManager(this);
} }
internal void AttachGraphicsDevice(GraphicsDevice device) => _graphicsDevice = device;
/// <summary> /// <summary>
/// Disposes everything the context owns: registered <see cref="IDisposable"/> services /// Disposes everything the context owns: registered <see cref="IDisposable"/> services.
/// and the transition renderer. <paramref name="except"/> (the host itself, also a /// Instances in <paramref name="except"/> (the host itself, platform resources the host
/// registered service) is skipped — it is being disposed by the caller already. /// disposes on its own) are skipped. Called by hosts on shutdown.
/// Called by <see cref="GameHost.Dispose(bool)"/>.
/// </summary> /// </summary>
internal void DisposeOwnedResources(object except) internal void DisposeOwnedResources(params object[] except) => Services.DisposeServices(except);
{
Scenes.DisposeRenderer();
Services.DisposeServices(except);
}
} }
+1 -1
View File
@@ -2,7 +2,7 @@ namespace MrGameEng.Core;
/// <summary> /// <summary>
/// Engine time service: per-frame delta, total elapsed time, time scaling and frame counter. /// Engine time service: per-frame delta, total elapsed time, time scaling and frame counter.
/// Advanced once per frame by <see cref="GameHost"/>. /// Advanced once per frame (or per fixed tick) by the host.
/// </summary> /// </summary>
public sealed class GameClock public sealed class GameClock
{ {
+107
View File
@@ -0,0 +1,107 @@
using System.Diagnostics;
namespace MrGameEng.Core;
/// <summary>
/// A game-loop host without a window, GPU or any platform dependency: drives the active
/// scene's update phase on a fixed timestep. Suits dedicated servers, batch simulation and
/// tests. Scenes still own draw systems — they are simply never run, and platform services
/// (graphics device, window) are absent from <see cref="EngineContext.Services"/>, so only
/// platform-free modules can be used. The fixed step makes simulation time independent of
/// wall-clock jitter: N ticks always advance the world by exactly N ×
/// <see cref="FixedDeltaTime"/> seconds.
/// </summary>
public sealed class HeadlessHost : IDisposable
{
/// <summary>Engine context shared with scenes and systems.</summary>
public EngineContext Context { get; } = new();
/// <summary>Fixed simulation step in seconds: 1 / <see cref="HeadlessHostOptions.TicksPerSecond"/>.</summary>
public float FixedDeltaTime { get; }
/// <summary>Ticks completed since the host was created.</summary>
public long TickCount => Context.Clock.FrameCount;
// Отстав сильнее этого, Run ресинкается с настоящим временем вместо лавины тиков.
private const double MaxLagSeconds = 1.0;
private readonly HeadlessHostOptions _options;
/// <summary>Creates a host that starts with <paramref name="initialScene"/>. The scene
/// loads on the first tick, mirroring the windowed host's deferred switch.</summary>
public HeadlessHost(HeadlessHostOptions options, Scene initialScene)
{
if (options.TicksPerSecond <= 0f)
{
throw new ArgumentOutOfRangeException(
nameof(options),
"TicksPerSecond must be positive."
);
}
_options = options;
FixedDeltaTime = 1f / options.TicksPerSecond;
Context.Scenes.Switch(initialScene);
}
/// <summary>Advances the world by exactly one fixed tick.</summary>
public void Tick()
{
Context.Clock.Advance(FixedDeltaTime);
Context.Scenes.Update(Context.Clock);
}
/// <summary>Advances the world by <paramref name="count"/> ticks as fast as possible.</summary>
public void RunTicks(long count)
{
for (long i = 0; i < count; i++)
{
Tick();
}
}
/// <summary>
/// Runs until <paramref name="cancellationToken"/> is cancelled. With
/// <see cref="HeadlessHostOptions.Realtime"/> ticks are paced to the wall clock — the
/// loop sleeps when ahead and, having fallen more than a second behind, resyncs instead
/// of bursting a catch-up avalanche. Pacing relies on <see cref="Thread.Sleep(TimeSpan)"/>
/// and is accurate to a few milliseconds, not exact.
/// </summary>
public void Run(CancellationToken cancellationToken = default)
{
if (!_options.Realtime)
{
while (!cancellationToken.IsCancellationRequested)
{
Tick();
}
return;
}
var wallClock = Stopwatch.StartNew();
var nextTickAt = 0.0;
while (!cancellationToken.IsCancellationRequested)
{
Tick();
nextTickAt += FixedDeltaTime;
var ahead = nextTickAt - wallClock.Elapsed.TotalSeconds;
if (ahead > 0)
{
Thread.Sleep(TimeSpan.FromSeconds(ahead));
}
else if (-ahead > MaxLagSeconds)
{
nextTickAt = wallClock.Elapsed.TotalSeconds;
}
}
}
/// <summary>Unloads the active scene and disposes context-owned services.</summary>
public void Dispose()
{
Context.Scenes.Switch(null);
Context.Scenes.ApplyPending();
Context.DisposeOwnedResources();
}
}
+15
View File
@@ -0,0 +1,15 @@
namespace MrGameEng.Core;
/// <summary>Loop settings for <see cref="HeadlessHost"/>.</summary>
public sealed class HeadlessHostOptions
{
/// <summary>Fixed simulation rate in ticks per second. Must be positive.</summary>
public float TicksPerSecond { get; set; } = 60f;
/// <summary>
/// When true, <see cref="HeadlessHost.Run"/> paces ticks to the wall clock (a dedicated
/// server); when false it runs flat out (batch simulation). <see cref="HeadlessHost.RunTicks"/>
/// always runs flat out regardless of this setting.
/// </summary>
public bool Realtime { get; set; } = true;
}
+1 -1
View File
@@ -4,11 +4,11 @@
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" />
<PackageReference Include="Friflo.Engine.ECS" /> <PackageReference Include="Friflo.Engine.ECS" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<InternalsVisibleTo Include="MrGameEng.Core.Tests" /> <InternalsVisibleTo Include="MrGameEng.Core.Tests" />
<InternalsVisibleTo Include="MrGameEng.Host" />
</ItemGroup> </ItemGroup>
</Project> </Project>
+15 -22
View File
@@ -22,13 +22,24 @@ public sealed class SceneManager
/// <summary>True while a transition is covering or revealing.</summary> /// <summary>True while a transition is covering or revealing.</summary>
public bool IsTransitioning => _state != State.Idle; public bool IsTransitioning => _state != State.Idle;
/// <summary>The transition currently covering or revealing, or null while idle.
/// Hosts that render overlays read this together with <see cref="TransitionCoverage"/>
/// and <see cref="TransitionPhase"/> during their draw phase.</summary>
public Transition? ActiveTransition => _state == State.Idle ? null : _transition;
/// <summary>Coverage of the active transition: 0 = scene fully visible, 1 = fully covered.</summary>
public float TransitionCoverage => Math.Clamp(_coverage, 0f, 1f);
/// <summary>Phase of the active transition. Meaningful only while <see cref="IsTransitioning"/>.</summary>
public TransitionPhase TransitionPhase =>
_state == State.CoveringOut ? TransitionPhase.Out : TransitionPhase.In;
private readonly EngineContext _context; private readonly EngineContext _context;
private Scene? _pending; private Scene? _pending;
private bool _hasPending; private bool _hasPending;
private Transition? _transition; private Transition? _transition;
private State _state; private State _state;
private float _coverage; private float _coverage;
private TransitionRenderer? _renderer;
internal SceneManager(EngineContext context) => _context = context; internal SceneManager(EngineContext context) => _context = context;
@@ -100,27 +111,9 @@ public sealed class SceneManager
Current?.Update(clock); Current?.Update(clock);
} }
/// <summary>Draws the active scene and the transition overlay on top. Called by the host.</summary> /// <summary>Draws the active scene. Transition overlays are rendered by the host on top,
public void Draw(GameClock clock) /// from <see cref="ActiveTransition"/> and <see cref="TransitionCoverage"/>.</summary>
{ public void Draw(GameClock clock) => Current?.Draw(clock);
Current?.Draw(clock);
if (_state == State.Idle || !_context.HasGraphicsDevice)
{
return;
}
_renderer ??= new TransitionRenderer(_context.GraphicsDevice);
var phase = _state == State.CoveringOut ? TransitionPhase.Out : TransitionPhase.In;
_transition!.Draw(_renderer, Math.Clamp(_coverage, 0f, 1f), phase);
}
/// <summary>Disposes the lazily created transition renderer. Called on host shutdown.</summary>
internal void DisposeRenderer()
{
_renderer?.Dispose();
_renderer = null;
}
internal void ApplyPending() internal void ApplyPending()
{ {
+5 -4
View File
@@ -40,16 +40,17 @@ public sealed class ServiceRegistry
/// <summary> /// <summary>
/// Disposes every registered <see cref="IDisposable"/> service (each instance once, even /// Disposes every registered <see cref="IDisposable"/> service (each instance once, even
/// when registered under several types) and clears the registry. <paramref name="except"/> /// when registered under several types) and clears the registry. Instances in
/// is skipped. Called on host shutdown. /// <paramref name="except"/> are skipped. Called on host shutdown.
/// </summary> /// </summary>
internal void DisposeServices(object? except = null) internal void DisposeServices(params object[] except)
{ {
var skipped = new HashSet<object>(except, ReferenceEqualityComparer.Instance);
var disposed = new HashSet<object>(ReferenceEqualityComparer.Instance); var disposed = new HashSet<object>(ReferenceEqualityComparer.Instance);
foreach (var service in _services.Values) foreach (var service in _services.Values)
{ {
if ( if (
!ReferenceEquals(service, except) !skipped.Contains(service)
&& service is IDisposable disposable && service is IDisposable disposable
&& disposed.Add(service) && disposed.Add(service)
) )
+6 -51
View File
@@ -1,5 +1,3 @@
using Microsoft.Xna.Framework;
namespace MrGameEng.Core; namespace MrGameEng.Core;
/// <summary>Phase of a scene transition.</summary> /// <summary>Phase of a scene transition.</summary>
@@ -13,10 +11,12 @@ public enum TransitionPhase
} }
/// <summary> /// <summary>
/// Visual transition between scenes. The scene switch itself happens at full coverage, /// Timing of a visual transition between scenes. The scene switch itself happens at full
/// so a slow <c>OnLoad</c> of the next scene is hidden behind the overlay. /// coverage, so a slow <c>OnLoad</c> of the next scene is hidden behind the overlay.
/// Transitions are stateless and reusable; progress is tracked by <see cref="SceneManager"/>. /// Progress is tracked by <see cref="SceneManager"/> on unscaled time, so transitions work
/// Runs on unscaled time, so it works while gameplay is paused. /// while gameplay is paused. The core only times the phases — how the overlay looks is
/// defined by the host (the MonoGame host's <c>OverlayTransition</c> and the
/// <c>Transitions</c> factories); headless hosts simply let transitions pass invisibly.
/// </summary> /// </summary>
public abstract class Transition public abstract class Transition
{ {
@@ -32,49 +32,4 @@ public abstract class Transition
OutDuration = Math.Max(0f, outDuration); OutDuration = Math.Max(0f, outDuration);
InDuration = Math.Max(0f, inDuration); InDuration = Math.Max(0f, 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>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)
: Transition(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)
: Transition(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);
}
}
}
} }
@@ -0,0 +1,19 @@
using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core;
namespace MrGameEng.Graphics;
/// <summary>Graphics-side accessors for the platform-free <see cref="EngineContext"/>.</summary>
public static class EngineContextGraphicsExtensions
{
/// <summary>
/// Returns the <see cref="GraphicsDevice"/> service published by a windowed host.
/// Throws in a headless context, where no graphics device exists.
/// </summary>
public static GraphicsDevice GetGraphicsDevice(this EngineContext context) =>
context.Services.GetOrDefault<GraphicsDevice>()
?? throw new InvalidOperationException(
"GraphicsDevice is not available: no windowed host has published it "
+ "(headless context, or graphics are not initialized yet)."
);
}
+1 -1
View File
@@ -42,7 +42,7 @@ public static class SceneLightmapExtensions
Func<bool[]> occluders Func<bool[]> occluders
) )
{ {
var device = scene.Context.GraphicsDevice; var device = scene.Context.GetGraphicsDevice();
var lightmap = new Lightmap(device, width, height, cellSize, origin); var lightmap = new Lightmap(device, width, height, cellSize, origin);
var lighting = new Lighting(lightmap); var lighting = new Lighting(lightmap);
scene.Context.Services.Add(lighting); scene.Context.Services.Add(lighting);
@@ -1,13 +1,17 @@
<Project Sdk="Microsoft.NET.Sdk"> <Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup> <PropertyGroup>
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<InternalsVisibleTo Include="MrGameEng.Graphics.Tests" /> <PackageReference Include="MonoGame.Framework.DesktopGL" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" /> <InternalsVisibleTo Include="MrGameEng.Graphics.Tests" />
</ItemGroup> </ItemGroup>
</Project>
<ItemGroup>
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
</ItemGroup>
</Project>
@@ -22,7 +22,7 @@ public static class SceneGraphicsExtensions
var renderer = services.GetOrDefault<Renderer2D>(); var renderer = services.GetOrDefault<Renderer2D>();
if (renderer is null) if (renderer is null)
{ {
renderer = new Renderer2D(scene.Context.GraphicsDevice, options); renderer = new Renderer2D(scene.Context.GetGraphicsDevice(), options);
services.Add(renderer); services.Add(renderer);
} }
else if (options is not null) else if (options is not null)
@@ -1,11 +1,16 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core;
namespace MrGameEng.Core; namespace MrGameEng.Host;
/// <summary> /// <summary>
/// The engine's game loop host. Wraps MonoGame's <see cref="Game"/>: owns the /// The engine's windowed game-loop host. Wraps MonoGame's <see cref="Game"/>: owns the
/// <see cref="EngineContext"/>, advances the <see cref="GameClock"/> and drives the /// <see cref="EngineContext"/>, advances the <see cref="GameClock"/>, drives the active
/// active scene's update and draw phases. /// 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> /// </summary>
public class GameHost : Game public class GameHost : Game
{ {
@@ -17,6 +22,7 @@ public class GameHost : Game
private readonly GameHostOptions _options; private readonly GameHostOptions _options;
private readonly Scene _initialScene; private readonly Scene _initialScene;
private TransitionRenderer? _transitionRenderer;
/// <summary>Creates a host that starts with <paramref name="initialScene"/>.</summary> /// <summary>Creates a host that starts with <paramref name="initialScene"/>.</summary>
public GameHost(GameHostOptions options, Scene initialScene) public GameHost(GameHostOptions options, Scene initialScene)
@@ -48,7 +54,7 @@ public class GameHost : Game
{ {
Window.Title = _options.Title; Window.Title = _options.Title;
Window.AllowUserResizing = _options.AllowResizing; Window.AllowUserResizing = _options.AllowResizing;
Context.AttachGraphicsDevice(GraphicsDevice); Context.Services.Add(GraphicsDevice);
Context.Services.Add(Window); Context.Services.Add(Window);
Context.Services.Add<Game>(this); Context.Services.Add<Game>(this);
base.Initialize(); base.Initialize();
@@ -68,9 +74,25 @@ public class GameHost : Game
{ {
GraphicsDevice.Clear(_options.ClearColor); GraphicsDevice.Clear(_options.ClearColor);
Context.Scenes.Draw(Context.Clock); Context.Scenes.Draw(Context.Clock);
DrawTransitionOverlay();
base.Draw(gameTime); 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 /> /// <inheritdoc />
protected override void OnExiting(object sender, ExitingEventArgs args) protected override void OnExiting(object sender, ExitingEventArgs args)
{ {
@@ -84,7 +106,11 @@ public class GameHost : Game
{ {
if (disposing) if (disposing)
{ {
Context.DisposeOwnedResources(except: this); _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); base.Dispose(disposing);
@@ -1,6 +1,6 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
namespace MrGameEng.Core; namespace MrGameEng.Host;
/// <summary>Window and loop settings for <see cref="GameHost"/>.</summary> /// <summary>Window and loop settings for <see cref="GameHost"/>.</summary>
public sealed class GameHostOptions public sealed class GameHostOptions
+17
View File
@@ -0,0 +1,17 @@
<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>
@@ -1,11 +1,11 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
namespace MrGameEng.Core; namespace MrGameEng.Host;
/// <summary> /// <summary>
/// Minimal overlay renderer handed to <see cref="Transition.Draw"/>: fills rectangles in /// Minimal overlay renderer handed to <see cref="OverlayTransition.Draw"/>: fills rectangles
/// normalized screen coordinates (0..1 on both axes) over the rendered scene. /// in normalized screen coordinates (0..1 on both axes) over the rendered scene.
/// </summary> /// </summary>
public sealed class TransitionRenderer : IDisposable public sealed class TransitionRenderer : IDisposable
{ {
@@ -13,7 +13,7 @@ public sealed class TransitionRenderer : IDisposable
private readonly BasicEffect _effect; private readonly BasicEffect _effect;
private readonly VertexPositionColor[] _vertices = new VertexPositionColor[6]; private readonly VertexPositionColor[] _vertices = new VertexPositionColor[6];
/// <summary>Disposes the GPU effect. Called by <see cref="SceneManager"/> on shutdown.</summary> /// <summary>Disposes the GPU effect. Called by <see cref="GameHost"/> on shutdown.</summary>
public void Dispose() => _effect.Dispose(); public void Dispose() => _effect.Dispose();
internal TransitionRenderer(GraphicsDevice device) internal TransitionRenderer(GraphicsDevice device)
+66
View File
@@ -0,0 +1,66 @@
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);
}
}
}
}
@@ -0,0 +1,117 @@
using MrGameEng.Core;
using Xunit;
namespace MrGameEng.Core.Tests;
public class HeadlessHostTests
{
private sealed class CountingScene : Scene
{
public int LoadCount;
public int UnloadCount;
public int UpdateCount;
protected override void OnLoad() => LoadCount++;
protected override void OnUnload() => UnloadCount++;
public override void Update(GameClock clock)
{
UpdateCount++;
base.Update(clock);
}
}
[Fact]
public void RunTicks_AdvancesClock_ByExactFixedStep()
{
var scene = new CountingScene();
using var host = new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 10f }, scene);
host.RunTicks(30);
Assert.Equal(0.1f, host.FixedDeltaTime, 3);
Assert.Equal(30, host.TickCount);
Assert.Equal(3.0, host.Context.Clock.TotalTime, 3);
Assert.Equal(30, scene.UpdateCount);
}
[Fact]
public void FirstTick_LoadsTheInitialScene()
{
var scene = new CountingScene();
using var host = new HeadlessHost(new HeadlessHostOptions(), scene);
Assert.Equal(0, scene.LoadCount);
host.Tick();
Assert.Equal(1, scene.LoadCount);
Assert.Same(scene, host.Context.Scenes.Current);
}
[Fact]
public void Dispose_UnloadsTheActiveScene()
{
var scene = new CountingScene();
var host = new HeadlessHost(new HeadlessHostOptions(), scene);
host.Tick();
host.Dispose();
Assert.Equal(1, scene.UnloadCount);
Assert.Null(host.Context.Scenes.Current);
}
[Fact]
public void Run_StopsWhenCancelled()
{
using var cancellation = new CancellationTokenSource();
var scene = new CancellingScene(cancellation, afterTicks: 5);
using var host = new HeadlessHost(new HeadlessHostOptions { Realtime = false }, scene);
host.Run(cancellation.Token);
Assert.Equal(5, scene.UpdateCount);
}
[Fact]
public void TimeScale_StillApplies_OnTopOfFixedStep()
{
var scene = new CountingScene();
using var host = new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 10f }, scene);
host.Context.Clock.TimeScale = 3f;
host.RunTicks(10);
Assert.Equal(3.0, host.Context.Clock.TotalTime, 3);
Assert.Equal(1.0, host.Context.Clock.UnscaledTotalTime, 3);
}
[Fact]
public void NonPositiveTickRate_Throws()
{
Assert.Throws<ArgumentOutOfRangeException>(() =>
new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 0f }, new CountingScene())
);
}
private sealed class CancellingScene(CancellationTokenSource cancellation, int afterTicks)
: Scene
{
public int UpdateCount;
protected override void OnLoad() { }
public override void Update(GameClock clock)
{
UpdateCount++;
if (UpdateCount >= afterTicks)
{
cancellation.Cancel();
}
base.Update(clock);
}
}
}
@@ -15,6 +15,14 @@ public class SceneTransitionTests
protected override void OnUnload() => UnloadCount++; protected override void OnUnload() => UnloadCount++;
} }
// Тайминг-машина живёт в ядре и не зависит от визуала перехода —
// тестируем на голой заглушке с длительностями, как у Fade.
private sealed class TimedTransition(float outDuration, float inDuration)
: Transition(outDuration, inDuration);
private static Transition Fade(float duration) =>
new TimedTransition(duration / 2f, duration / 2f);
private static void Tick(EngineContext context, float seconds) private static void Tick(EngineContext context, float seconds)
{ {
context.Clock.Advance(seconds); context.Clock.Advance(seconds);
@@ -31,7 +39,7 @@ public class SceneTransitionTests
Tick(context, 0.016f); Tick(context, 0.016f);
// Fade(1.0) → фаза закрытия 0.5 c, фаза открытия 0.5 c. // Fade(1.0) → фаза закрытия 0.5 c, фаза открытия 0.5 c.
context.Scenes.Switch(second, Transition.Fade(1f)); context.Scenes.Switch(second, Fade(1f));
Tick(context, 0.2f); Tick(context, 0.2f);
Assert.True(context.Scenes.IsTransitioning); Assert.True(context.Scenes.IsTransitioning);
@@ -61,7 +69,7 @@ public class SceneTransitionTests
Tick(context, 0.016f); Tick(context, 0.016f);
context.Clock.TimeScale = 0f; // игра на паузе context.Clock.TimeScale = 0f; // игра на паузе
context.Scenes.Switch(second, Transition.Fade(0.2f)); context.Scenes.Switch(second, Fade(0.2f));
Tick(context, 0.15f); Tick(context, 0.15f);
Tick(context, 0.15f); Tick(context, 0.15f);
@@ -79,7 +87,7 @@ public class SceneTransitionTests
context.Scenes.Switch(first); context.Scenes.Switch(first);
Tick(context, 0.016f); Tick(context, 0.016f);
context.Scenes.Switch(second, Transition.Fade(1f)); context.Scenes.Switch(second, Fade(1f));
Tick(context, 0.1f); Tick(context, 0.1f);
context.Scenes.Switch(third); // передумали, пока экран закрывается context.Scenes.Switch(third); // передумали, пока экран закрывается
@@ -99,12 +107,12 @@ public class SceneTransitionTests
context.Scenes.Switch(first); context.Scenes.Switch(first);
Tick(context, 0.016f); Tick(context, 0.016f);
context.Scenes.Switch(second, Transition.Fade(1f)); // 0.5 c закрытие + 0.5 c открытие context.Scenes.Switch(second, Fade(1f)); // 0.5 c закрытие + 0.5 c открытие
Tick(context, 0.6f); // закрыто, своп на second, началось открытие Tick(context, 0.6f); // закрыто, своп на second, началось открытие
Assert.Same(second, context.Scenes.Current); Assert.Same(second, context.Scenes.Current);
Tick(context, 0.25f); // открытие наполовину (coverage ~0.5) Tick(context, 0.25f); // открытие наполовину (coverage ~0.5)
context.Scenes.Switch(third, Transition.Fade(1f)); // передумали во время открытия context.Scenes.Switch(third, Fade(1f)); // передумали во время открытия
Tick(context, 0.05f); // экран снова закрывается — свопа ещё нет Tick(context, 0.05f); // экран снова закрывается — свопа ещё нет
Assert.Same(second, context.Scenes.Current); Assert.Same(second, context.Scenes.Current);
@@ -124,7 +132,7 @@ public class SceneTransitionTests
context.Scenes.Switch(first); context.Scenes.Switch(first);
Tick(context, 0.016f); Tick(context, 0.016f);
context.Scenes.Switch(second, Transition.Fade(0f)); context.Scenes.Switch(second, Fade(0f));
Tick(context, 0.016f); Tick(context, 0.016f);
Tick(context, 0.016f); Tick(context, 0.016f);
@@ -0,0 +1,17 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<OutputType>Exe</OutputType>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" />
<PackageReference Include="xunit.v3" />
<PackageReference Include="xunit.runner.visualstudio" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\MrGameEng.Host\MrGameEng.Host.csproj" />
</ItemGroup>
</Project>