Compare commits
2
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
3438ed77f6 | ||
|
|
10898b08a0 |
@@ -64,6 +64,13 @@ Engine libraries (each feature is a namespaced subfolder of its host):
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**Collisions** (`MrGameEng.Collisions`: `Collider` component, spatial hash rebuilt per
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tick, pairs/queries/raycast, `scene.UseCollisions()` after movement systems).
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→ `Core`, `Graphics` (Collisions needs `Transform2D`, `RectF`).
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- **`Net`** — multiplayer building blocks, browser-compatible by design: a dependency-free
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RFC 6455 WebSocket server over `TcpListener` (browsers can't speak UDP, so WebSocket is
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the engine's one transport), a `ClientWebSocket`-based client (works in Blazor WASM),
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both behind the poll-based `INetConnection`; server-authoritative component replication
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(`ReplicationSchema` of unmanaged components, `ReplicationServer` sending per-connection
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deltas — no acks needed over a reliable ordered transport, `ReplicationClient` applying
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snapshots to a local store, `NetId`). → `Core`.
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- **`UI`** — Myra integration (`scene.UseUI()` after `UseRenderer2D()`),
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**DevConsole** (`MrGameEng.DevConsole`: in-game console capturing `Core.Log`,
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`scene.UseDevConsole()` last in OnLoad) and **Inspector** (`MrGameEng.Inspector`: a
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@@ -43,6 +43,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host", "src\MrGam
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host.Tests", "tests\MrGameEng.Host.Tests\MrGameEng.Host.Tests.csproj", "{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Net", "src\MrGameEng.Net\MrGameEng.Net.csproj", "{A4E754C7-C5FD-43A2-B345-34152D3A22D1}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Net.Tests", "tests\MrGameEng.Net.Tests\MrGameEng.Net.Tests.csproj", "{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@@ -257,6 +261,30 @@ Global
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{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x64.Build.0 = Release|Any CPU
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{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x86.ActiveCfg = Release|Any CPU
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{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x86.Build.0 = Release|Any CPU
|
||||
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|x64.ActiveCfg = Debug|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|x64.Build.0 = Debug|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|x86.ActiveCfg = Debug|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|x86.Build.0 = Debug|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|Any CPU.Build.0 = Release|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|x64.ActiveCfg = Release|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|x64.Build.0 = Release|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|x86.ActiveCfg = Release|Any CPU
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|x86.Build.0 = Release|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|x64.ActiveCfg = Debug|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|x64.Build.0 = Debug|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|x86.ActiveCfg = Debug|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|x86.Build.0 = Debug|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|Any CPU.Build.0 = Release|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|x64.ActiveCfg = Release|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|x64.Build.0 = Release|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|x86.ActiveCfg = Release|Any CPU
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|x86.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@@ -279,5 +307,7 @@ Global
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{4407F6E6-0B65-41A3-ADFA-B78684A9B918} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
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||||
{59818072-0D2B-4007-A50F-1343FA189EC6} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
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{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
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{A4E754C7-C5FD-43A2-B345-34152D3A22D1} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
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{434C24AC-08C6-483E-A2DE-6DBC8A4DE791} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
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EndGlobalSection
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EndGlobal
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@@ -39,6 +39,7 @@
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| `MrGameEng.Audio` | Звуковые эффекты и музыка (NVorbis); `AudioManager` с `SoundVolume`/`MasterVolume` (одна ручка на эффекты и музыку) |
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| `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 |
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| `MrGameEng.Simulation` | Детерминированные геймплей-примитивы без данных мира. **Pathfinding** (`MrGameEng.Pathfinding`): A*, Dijkstra, BFS, flow fields по гриду. **AI** (`MrGameEng.AI`): utility-ИИ — кривые отклика, соображения, действия, выбор (`UtilityAi<TContext>`), `Blackboard`. **Collisions** (`MrGameEng.Collisions`): компонент `Collider`, spatial hash, пары/запросы/raycast |
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| `MrGameEng.Net` | Мультиплеер, совместимый с браузером по построению: WebSocket-сервер (RFC 6455 поверх `TcpListener`, без зависимостей — браузер не умеет UDP, поэтому транспорт движка один — WebSocket), клиент на `ClientWebSocket` (работает в Blazor WASM), оба за poll-интерфейсом `INetConnection`; server-authoritative репликация компонентов: `ReplicationSchema` (unmanaged-компоненты, до 32 типов), `ReplicationServer` (пер-соединенческие дельты против последнего отправленного — ack не нужны поверх надёжного упорядоченного транспорта), `ReplicationClient` (применение снапшотов в локальный `EntityStore`), компонент `NetId` |
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| `MrGameEng.UI` | Игровой UI на [Myra](https://github.com/rds1983/Myra): `Desktop` на сцену, виджеты, скининг. **DevConsole** (`MrGameEng.DevConsole`): ингейм-консоль — логи `Log`, команды, история, автодополнение. **Inspector** (`MrGameEng.Inspector`): ECS-дебагер в духе Chrome DevTools — дерево сущностей по архетипам, компоненты/поля с правкой простых полей, выбор кликом по миру с подсветкой, вкладка перфа рендера (`scene.UseInspector(renderer)`, F1) |
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| `MrGameEng.Assets.Generator` | Roslyn incremental source generator: классы с типизированными хендлами ресурсов (отдельный анализатор netstandard2.0) |
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@@ -72,6 +73,7 @@
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```
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MrGameEng.Host ─┐
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MrGameEng.Audio ─┤
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MrGameEng.Net ─┤
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MrGameEng.Graphics ─┼──► MrGameEng.Core ──► Friflo.Engine.ECS
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│
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MrGameEng.Content ─┤
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@@ -0,0 +1,60 @@
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namespace MrGameEng.Formulas;
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/// <summary>
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/// A compiled arithmetic expression — the keystone of the data-driven gene system. A formula is
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/// parsed once from a string in a def (e.g. a gene effect on a trait) into a delegate tree, then
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/// evaluated many times against an <see cref="IFormulaContext"/> that supplies variable values
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/// (gene values, environment readings, other traits). Evaluation is deterministic and
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/// allocation-free; all the work happens in <see cref="Compile"/>.
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///
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/// <para>Grammar: numbers, variables, the constants <c>pi</c>/<c>tau</c>/<c>e</c>, operators
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/// <c>+ - * / %</c>, comparisons <c>< > <= >= == !=</c>, logical <c>&& || !</c>,
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/// the ternary <c>cond ? a : b</c>, and functions <c>abs sign floor ceil round sqrt exp log sin cos
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/// tan min max pow clamp lerp step</c>. Comparisons and logical operators yield <c>1</c>/<c>0</c>.</para>
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/// </summary>
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public sealed class Formula
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{
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private static readonly IFormulaContext Empty = new EmptyContext();
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private readonly Func<IFormulaContext, float> _root;
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private Formula(string source, Func<IFormulaContext, float> root)
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{
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Source = source;
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_root = root;
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}
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/// <summary>The original expression text this formula was compiled from.</summary>
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public string Source { get; }
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/// <summary>
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/// Parses and compiles <paramref name="expression"/>. Throws <see cref="FormulaException"/> on any
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/// lexical or syntactic error, with the offending position.
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/// </summary>
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public static Formula Compile(string expression)
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{
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ArgumentNullException.ThrowIfNull(expression);
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var tokens = FormulaLexer.Tokenize(expression);
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var root = new FormulaParser(tokens).ParseProgram();
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return new Formula(expression, root);
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}
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/// <summary>Evaluates the formula, resolving variables through <paramref name="context"/>.</summary>
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public float Evaluate(IFormulaContext context)
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{
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ArgumentNullException.ThrowIfNull(context);
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return _root(context);
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}
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/// <summary>
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/// Evaluates a formula that references no variables. Throws <see cref="FormulaException"/> if it
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/// turns out to reference one.
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/// </summary>
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public float Evaluate() => _root(Empty);
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private sealed class EmptyContext : IFormulaContext
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{
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public float Resolve(string name) =>
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throw new FormulaException($"No context to resolve variable '{name}'.");
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}
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}
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@@ -0,0 +1,28 @@
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namespace MrGameEng.Formulas;
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/// <summary>
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/// Supplies variable values to a compiled <see cref="Formula"/>. A context maps a variable name
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/// (a gene value, an environment reading, another trait…) to a number; the formula engine itself
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/// is data-agnostic, so any consumer can back this with whatever lookup it owns.
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/// </summary>
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public interface IFormulaContext
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{
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/// <summary>
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/// Returns the value bound to <paramref name="name"/>. Throw (e.g. <see cref="FormulaException"/>)
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/// if the name is unknown — the engine does not invent a default.
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/// </summary>
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float Resolve(string name);
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}
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/// <summary>An <see cref="IFormulaContext"/> backed by a lookup delegate — handy for tests and ad-hoc use.</summary>
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public sealed class DelegateFormulaContext : IFormulaContext
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{
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private readonly Func<string, float> _resolve;
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/// <summary>Wraps <paramref name="resolve"/>; it is called once per variable reference per evaluation.</summary>
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public DelegateFormulaContext(Func<string, float> resolve) =>
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_resolve = resolve ?? throw new ArgumentNullException(nameof(resolve));
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/// <inheritdoc />
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public float Resolve(string name) => _resolve(name);
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}
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@@ -0,0 +1,12 @@
|
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namespace MrGameEng.Formulas;
|
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|
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/// <summary>
|
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/// Thrown when a <see cref="Formula"/> cannot be lexed or parsed, or when a compiled formula
|
||||
/// references a variable the context cannot resolve at evaluation time.
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/// </summary>
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public sealed class FormulaException : Exception
|
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{
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/// <summary>Creates the exception with a human-readable <paramref name="message"/>.</summary>
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public FormulaException(string message)
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: base(message) { }
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}
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@@ -0,0 +1,90 @@
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using Node = System.Func<MrGameEng.Formulas.IFormulaContext, float>;
|
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namespace MrGameEng.Formulas;
|
||||
|
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/// <summary>
|
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/// The built-in function set available inside formulas. Each entry validates its argument count at
|
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/// compile time and returns a <see cref="Node"/> that evaluates its operands then the math. Kept
|
||||
/// deterministic and side-effect-free so formulas stay pure.
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/// </summary>
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internal static class FormulaFunctions
|
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{
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public static Node Build(string name, List<Node> args)
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{
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switch (name)
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{
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case "abs":
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return Unary(name, args, MathF.Abs);
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case "sign":
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return Unary(name, args, x => MathF.Sign(x));
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case "floor":
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return Unary(name, args, MathF.Floor);
|
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case "ceil":
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return Unary(name, args, MathF.Ceiling);
|
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case "round":
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return Unary(name, args, MathF.Round);
|
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case "sqrt":
|
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return Unary(name, args, MathF.Sqrt);
|
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case "exp":
|
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return Unary(name, args, MathF.Exp);
|
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case "log":
|
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return args.Count == 2
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? Binary(name, args, MathF.Log)
|
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: Unary(name, args, MathF.Log);
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case "sin":
|
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return Unary(name, args, MathF.Sin);
|
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case "cos":
|
||||
return Unary(name, args, MathF.Cos);
|
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case "tan":
|
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return Unary(name, args, MathF.Tan);
|
||||
case "min":
|
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return Binary(name, args, MathF.Min);
|
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case "max":
|
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return Binary(name, args, MathF.Max);
|
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case "pow":
|
||||
return Binary(name, args, MathF.Pow);
|
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case "clamp":
|
||||
return Ternary(name, args, (x, lo, hi) => Math.Clamp(x, lo, hi));
|
||||
case "lerp":
|
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return Ternary(name, args, (a, b, t) => a + (b - a) * t);
|
||||
case "step":
|
||||
return Binary(name, args, (edge, x) => x < edge ? 0f : 1f);
|
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default:
|
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throw new FormulaException($"Unknown function '{name}'.");
|
||||
}
|
||||
}
|
||||
|
||||
private static Node Unary(string name, List<Node> args, Func<float, float> op)
|
||||
{
|
||||
Require(name, args, 1);
|
||||
var a = args[0];
|
||||
return ctx => op(a(ctx));
|
||||
}
|
||||
|
||||
private static Node Binary(string name, List<Node> args, Func<float, float, float> op)
|
||||
{
|
||||
Require(name, args, 2);
|
||||
var a = args[0];
|
||||
var b = args[1];
|
||||
return ctx => op(a(ctx), b(ctx));
|
||||
}
|
||||
|
||||
private static Node Ternary(string name, List<Node> args, Func<float, float, float, float> op)
|
||||
{
|
||||
Require(name, args, 3);
|
||||
var a = args[0];
|
||||
var b = args[1];
|
||||
var c = args[2];
|
||||
return ctx => op(a(ctx), b(ctx), c(ctx));
|
||||
}
|
||||
|
||||
private static void Require(string name, List<Node> args, int count)
|
||||
{
|
||||
if (args.Count != count)
|
||||
{
|
||||
throw new FormulaException(
|
||||
$"Function '{name}' expects {count} argument(s) but got {args.Count}."
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,217 @@
|
||||
using System.Globalization;
|
||||
|
||||
namespace MrGameEng.Formulas;
|
||||
|
||||
internal enum TokenType
|
||||
{
|
||||
Number,
|
||||
Identifier,
|
||||
Plus,
|
||||
Minus,
|
||||
Star,
|
||||
Slash,
|
||||
Percent,
|
||||
LParen,
|
||||
RParen,
|
||||
Comma,
|
||||
Less,
|
||||
Greater,
|
||||
LessEqual,
|
||||
GreaterEqual,
|
||||
EqualEqual,
|
||||
NotEqual,
|
||||
And,
|
||||
Or,
|
||||
Not,
|
||||
Question,
|
||||
Colon,
|
||||
End,
|
||||
}
|
||||
|
||||
internal readonly struct Token(TokenType type, int position, float number = 0f, string text = "")
|
||||
{
|
||||
public TokenType Type { get; } = type;
|
||||
public int Position { get; } = position;
|
||||
public float Number { get; } = number;
|
||||
public string Text { get; } = text;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Turns a formula string into a flat token list. Pure and allocation-light; recognizes numbers,
|
||||
/// identifiers, the arithmetic/comparison/logical operators and the punctuation the parser needs.
|
||||
/// </summary>
|
||||
internal static class FormulaLexer
|
||||
{
|
||||
public static List<Token> Tokenize(string source)
|
||||
{
|
||||
var tokens = new List<Token>();
|
||||
var i = 0;
|
||||
while (i < source.Length)
|
||||
{
|
||||
var c = source[i];
|
||||
if (char.IsWhiteSpace(c))
|
||||
{
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (
|
||||
char.IsDigit(c)
|
||||
|| (c == '.' && i + 1 < source.Length && char.IsDigit(source[i + 1]))
|
||||
)
|
||||
{
|
||||
var start = i;
|
||||
while (i < source.Length && (char.IsDigit(source[i]) || source[i] == '.'))
|
||||
{
|
||||
i++;
|
||||
}
|
||||
|
||||
var span = source.AsSpan(start, i - start);
|
||||
if (
|
||||
!float.TryParse(
|
||||
span,
|
||||
NumberStyles.Float,
|
||||
CultureInfo.InvariantCulture,
|
||||
out var value
|
||||
)
|
||||
)
|
||||
{
|
||||
throw new FormulaException(
|
||||
$"Invalid number '{span.ToString()}' at position {start}."
|
||||
);
|
||||
}
|
||||
|
||||
tokens.Add(new Token(TokenType.Number, start, value));
|
||||
continue;
|
||||
}
|
||||
|
||||
if (char.IsLetter(c) || c == '_')
|
||||
{
|
||||
var start = i;
|
||||
while (i < source.Length && (char.IsLetterOrDigit(source[i]) || source[i] == '_'))
|
||||
{
|
||||
i++;
|
||||
}
|
||||
|
||||
tokens.Add(
|
||||
new Token(TokenType.Identifier, start, text: source.Substring(start, i - start))
|
||||
);
|
||||
continue;
|
||||
}
|
||||
|
||||
var pos = i;
|
||||
switch (c)
|
||||
{
|
||||
case '+':
|
||||
tokens.Add(new Token(TokenType.Plus, pos));
|
||||
i++;
|
||||
break;
|
||||
case '-':
|
||||
tokens.Add(new Token(TokenType.Minus, pos));
|
||||
i++;
|
||||
break;
|
||||
case '*':
|
||||
tokens.Add(new Token(TokenType.Star, pos));
|
||||
i++;
|
||||
break;
|
||||
case '/':
|
||||
tokens.Add(new Token(TokenType.Slash, pos));
|
||||
i++;
|
||||
break;
|
||||
case '%':
|
||||
tokens.Add(new Token(TokenType.Percent, pos));
|
||||
i++;
|
||||
break;
|
||||
case '(':
|
||||
tokens.Add(new Token(TokenType.LParen, pos));
|
||||
i++;
|
||||
break;
|
||||
case ')':
|
||||
tokens.Add(new Token(TokenType.RParen, pos));
|
||||
i++;
|
||||
break;
|
||||
case ',':
|
||||
tokens.Add(new Token(TokenType.Comma, pos));
|
||||
i++;
|
||||
break;
|
||||
case '?':
|
||||
tokens.Add(new Token(TokenType.Question, pos));
|
||||
i++;
|
||||
break;
|
||||
case ':':
|
||||
tokens.Add(new Token(TokenType.Colon, pos));
|
||||
i++;
|
||||
break;
|
||||
case '<':
|
||||
i = AddMaybeEqual(tokens, source, i, TokenType.LessEqual, TokenType.Less);
|
||||
break;
|
||||
case '>':
|
||||
i = AddMaybeEqual(tokens, source, i, TokenType.GreaterEqual, TokenType.Greater);
|
||||
break;
|
||||
case '=':
|
||||
if (Next(source, i) == '=')
|
||||
{
|
||||
tokens.Add(new Token(TokenType.EqualEqual, pos));
|
||||
i += 2;
|
||||
break;
|
||||
}
|
||||
|
||||
throw new FormulaException($"Expected '==' at position {pos}.");
|
||||
case '!':
|
||||
if (Next(source, i) == '=')
|
||||
{
|
||||
tokens.Add(new Token(TokenType.NotEqual, pos));
|
||||
i += 2;
|
||||
break;
|
||||
}
|
||||
|
||||
tokens.Add(new Token(TokenType.Not, pos));
|
||||
i++;
|
||||
break;
|
||||
case '&':
|
||||
if (Next(source, i) == '&')
|
||||
{
|
||||
tokens.Add(new Token(TokenType.And, pos));
|
||||
i += 2;
|
||||
break;
|
||||
}
|
||||
|
||||
throw new FormulaException($"Expected '&&' at position {pos}.");
|
||||
case '|':
|
||||
if (Next(source, i) == '|')
|
||||
{
|
||||
tokens.Add(new Token(TokenType.Or, pos));
|
||||
i += 2;
|
||||
break;
|
||||
}
|
||||
|
||||
throw new FormulaException($"Expected '||' at position {pos}.");
|
||||
default:
|
||||
throw new FormulaException($"Unexpected character '{c}' at position {pos}.");
|
||||
}
|
||||
}
|
||||
|
||||
tokens.Add(new Token(TokenType.End, source.Length));
|
||||
return tokens;
|
||||
}
|
||||
|
||||
private static int AddMaybeEqual(
|
||||
List<Token> tokens,
|
||||
string source,
|
||||
int i,
|
||||
TokenType withEqual,
|
||||
TokenType plain
|
||||
)
|
||||
{
|
||||
if (Next(source, i) == '=')
|
||||
{
|
||||
tokens.Add(new Token(withEqual, i));
|
||||
return i + 2;
|
||||
}
|
||||
|
||||
tokens.Add(new Token(plain, i));
|
||||
return i + 1;
|
||||
}
|
||||
|
||||
private static char Next(string source, int i) => i + 1 < source.Length ? source[i + 1] : '\0';
|
||||
}
|
||||
@@ -0,0 +1,273 @@
|
||||
using Node = System.Func<MrGameEng.Formulas.IFormulaContext, float>;
|
||||
|
||||
namespace MrGameEng.Formulas;
|
||||
|
||||
/// <summary>
|
||||
/// Recursive-descent parser that compiles a token list straight into a tree of <see cref="Node"/>
|
||||
/// delegates. Parsing (and therefore all closure allocation) happens once; evaluating the returned
|
||||
/// node is allocation-free. Precedence, low to high: ternary, <c>||</c>, <c>&&</c>, equality,
|
||||
/// comparison, additive, multiplicative, unary, primary.
|
||||
/// </summary>
|
||||
internal sealed class FormulaParser(List<Token> tokens)
|
||||
{
|
||||
private const float True = 1f;
|
||||
private const float False = 0f;
|
||||
|
||||
private int _pos;
|
||||
|
||||
public Node ParseProgram()
|
||||
{
|
||||
var node = ParseTernary();
|
||||
Expect(TokenType.End);
|
||||
return node;
|
||||
}
|
||||
|
||||
private Node ParseTernary()
|
||||
{
|
||||
var condition = ParseOr();
|
||||
if (!Match(TokenType.Question))
|
||||
{
|
||||
return condition;
|
||||
}
|
||||
|
||||
var whenTrue = ParseTernary();
|
||||
Expect(TokenType.Colon);
|
||||
var whenFalse = ParseTernary();
|
||||
return ctx => condition(ctx) != False ? whenTrue(ctx) : whenFalse(ctx);
|
||||
}
|
||||
|
||||
private Node ParseOr()
|
||||
{
|
||||
var left = ParseAnd();
|
||||
while (Match(TokenType.Or))
|
||||
{
|
||||
var right = ParseAnd();
|
||||
var l = left;
|
||||
left = ctx => l(ctx) != False || right(ctx) != False ? True : False;
|
||||
}
|
||||
|
||||
return left;
|
||||
}
|
||||
|
||||
private Node ParseAnd()
|
||||
{
|
||||
var left = ParseEquality();
|
||||
while (Match(TokenType.And))
|
||||
{
|
||||
var right = ParseEquality();
|
||||
var l = left;
|
||||
left = ctx => l(ctx) != False && right(ctx) != False ? True : False;
|
||||
}
|
||||
|
||||
return left;
|
||||
}
|
||||
|
||||
private Node ParseEquality()
|
||||
{
|
||||
var left = ParseComparison();
|
||||
while (true)
|
||||
{
|
||||
if (Match(TokenType.EqualEqual))
|
||||
{
|
||||
var right = ParseComparison();
|
||||
var l = left;
|
||||
left = ctx => l(ctx) == right(ctx) ? True : False;
|
||||
}
|
||||
else if (Match(TokenType.NotEqual))
|
||||
{
|
||||
var right = ParseComparison();
|
||||
var l = left;
|
||||
left = ctx => l(ctx) != right(ctx) ? True : False;
|
||||
}
|
||||
else
|
||||
{
|
||||
return left;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Node ParseComparison()
|
||||
{
|
||||
var left = ParseAdditive();
|
||||
while (true)
|
||||
{
|
||||
if (Match(TokenType.Less))
|
||||
{
|
||||
left = Compare(left, ParseAdditive(), (a, b) => a < b);
|
||||
}
|
||||
else if (Match(TokenType.LessEqual))
|
||||
{
|
||||
left = Compare(left, ParseAdditive(), (a, b) => a <= b);
|
||||
}
|
||||
else if (Match(TokenType.Greater))
|
||||
{
|
||||
left = Compare(left, ParseAdditive(), (a, b) => a > b);
|
||||
}
|
||||
else if (Match(TokenType.GreaterEqual))
|
||||
{
|
||||
left = Compare(left, ParseAdditive(), (a, b) => a >= b);
|
||||
}
|
||||
else
|
||||
{
|
||||
return left;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Node ParseAdditive()
|
||||
{
|
||||
var left = ParseMultiplicative();
|
||||
while (true)
|
||||
{
|
||||
if (Match(TokenType.Plus))
|
||||
{
|
||||
var right = ParseMultiplicative();
|
||||
var l = left;
|
||||
left = ctx => l(ctx) + right(ctx);
|
||||
}
|
||||
else if (Match(TokenType.Minus))
|
||||
{
|
||||
var right = ParseMultiplicative();
|
||||
var l = left;
|
||||
left = ctx => l(ctx) - right(ctx);
|
||||
}
|
||||
else
|
||||
{
|
||||
return left;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Node ParseMultiplicative()
|
||||
{
|
||||
var left = ParseUnary();
|
||||
while (true)
|
||||
{
|
||||
if (Match(TokenType.Star))
|
||||
{
|
||||
var right = ParseUnary();
|
||||
var l = left;
|
||||
left = ctx => l(ctx) * right(ctx);
|
||||
}
|
||||
else if (Match(TokenType.Slash))
|
||||
{
|
||||
var right = ParseUnary();
|
||||
var l = left;
|
||||
left = ctx => l(ctx) / right(ctx);
|
||||
}
|
||||
else if (Match(TokenType.Percent))
|
||||
{
|
||||
var right = ParseUnary();
|
||||
var l = left;
|
||||
left = ctx => l(ctx) % right(ctx);
|
||||
}
|
||||
else
|
||||
{
|
||||
return left;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Node ParseUnary()
|
||||
{
|
||||
if (Match(TokenType.Minus))
|
||||
{
|
||||
var operand = ParseUnary();
|
||||
return ctx => -operand(ctx);
|
||||
}
|
||||
|
||||
if (Match(TokenType.Plus))
|
||||
{
|
||||
return ParseUnary();
|
||||
}
|
||||
|
||||
if (Match(TokenType.Not))
|
||||
{
|
||||
var operand = ParseUnary();
|
||||
return ctx => operand(ctx) != False ? False : True;
|
||||
}
|
||||
|
||||
return ParsePrimary();
|
||||
}
|
||||
|
||||
private Node ParsePrimary()
|
||||
{
|
||||
var token = Current;
|
||||
if (Match(TokenType.Number))
|
||||
{
|
||||
var value = token.Number;
|
||||
return _ => value;
|
||||
}
|
||||
|
||||
if (Match(TokenType.LParen))
|
||||
{
|
||||
var inner = ParseTernary();
|
||||
Expect(TokenType.RParen);
|
||||
return inner;
|
||||
}
|
||||
|
||||
if (Match(TokenType.Identifier))
|
||||
{
|
||||
return Peek(TokenType.LParen) ? ParseCall(token.Text) : ParseName(token.Text);
|
||||
}
|
||||
|
||||
throw new FormulaException($"Unexpected token at position {token.Position}.");
|
||||
}
|
||||
|
||||
private Node ParseName(string name)
|
||||
{
|
||||
switch (name)
|
||||
{
|
||||
case "pi":
|
||||
return _ => MathF.PI;
|
||||
case "tau":
|
||||
return _ => MathF.Tau;
|
||||
case "e":
|
||||
return _ => MathF.E;
|
||||
default:
|
||||
return ctx => ctx.Resolve(name);
|
||||
}
|
||||
}
|
||||
|
||||
private Node ParseCall(string name)
|
||||
{
|
||||
Expect(TokenType.LParen);
|
||||
var args = new List<Node>();
|
||||
if (!Peek(TokenType.RParen))
|
||||
{
|
||||
do
|
||||
{
|
||||
args.Add(ParseTernary());
|
||||
} while (Match(TokenType.Comma));
|
||||
}
|
||||
|
||||
Expect(TokenType.RParen);
|
||||
return FormulaFunctions.Build(name, args);
|
||||
}
|
||||
|
||||
private static Node Compare(Node left, Node right, Func<float, float, bool> op) =>
|
||||
ctx => op(left(ctx), right(ctx)) ? True : False;
|
||||
|
||||
private Token Current => tokens[_pos];
|
||||
|
||||
private bool Peek(TokenType type) => Current.Type == type;
|
||||
|
||||
private bool Match(TokenType type)
|
||||
{
|
||||
if (Current.Type != type)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
_pos++;
|
||||
return true;
|
||||
}
|
||||
|
||||
private void Expect(TokenType type)
|
||||
{
|
||||
if (!Match(type))
|
||||
{
|
||||
throw new FormulaException($"Expected {type} at position {Current.Position}.");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
namespace MrGameEng.Net;
|
||||
|
||||
/// <summary>
|
||||
/// A bidirectional, reliable, ordered binary message channel (a WebSocket under the hood).
|
||||
/// Receiving is poll-based to fit the simulation loop: incoming messages queue up on a
|
||||
/// background reader and are drained with <see cref="TryReceive"/> from the tick. Sending
|
||||
/// never blocks the caller. Implementations are safe to use from one simulation thread.
|
||||
/// </summary>
|
||||
public interface INetConnection
|
||||
{
|
||||
/// <summary>Connection id, unique within its owner (server-assigned; 0 for a client's own connection).</summary>
|
||||
int Id { get; }
|
||||
|
||||
/// <summary>False once the peer disconnected or the connection failed; sends become no-ops.</summary>
|
||||
bool IsOpen { get; }
|
||||
|
||||
/// <summary>Queues one binary message for delivery. No-op when the connection is closed.</summary>
|
||||
void Send(ReadOnlySpan<byte> message);
|
||||
|
||||
/// <summary>Dequeues the next received binary message, if any.</summary>
|
||||
bool TryReceive(out byte[] message);
|
||||
|
||||
/// <summary>Closes the connection.</summary>
|
||||
void Close();
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Friflo.Engine.ECS" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<InternalsVisibleTo Include="MrGameEng.Net.Tests" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,14 @@
|
||||
using Friflo.Engine.ECS;
|
||||
|
||||
namespace MrGameEng.Net;
|
||||
|
||||
/// <summary>
|
||||
/// Marks an entity as replicated and identifies it across the network. The server assigns
|
||||
/// values (see <see cref="ReplicationServer.NextNetId"/>); the client creates a local
|
||||
/// entity with the same <see cref="Value"/> when the first snapshot arrives.
|
||||
/// </summary>
|
||||
public struct NetId : IComponent
|
||||
{
|
||||
/// <summary>Network-wide entity id, unique per server world.</summary>
|
||||
public int Value;
|
||||
}
|
||||
@@ -0,0 +1,92 @@
|
||||
using Friflo.Engine.ECS;
|
||||
|
||||
namespace MrGameEng.Net;
|
||||
|
||||
/// <summary>
|
||||
/// Client side of replication: applies snapshot messages from a
|
||||
/// <see cref="ReplicationServer"/> to a local <see cref="EntityStore"/>. Unknown net ids
|
||||
/// spawn local entities (carrying <see cref="NetId"/>), known ones get their changed
|
||||
/// components overwritten, despawns delete. The game decorates replicated entities with
|
||||
/// presentation components (sprites etc.) on top — replication never touches types outside
|
||||
/// its <see cref="ReplicationSchema"/>.
|
||||
/// </summary>
|
||||
public sealed class ReplicationClient
|
||||
{
|
||||
/// <summary>Number of replicated entities currently alive locally.</summary>
|
||||
public int EntityCount => _entities.Count;
|
||||
|
||||
/// <summary>Raised after an entity is created from a snapshot. Hook presentation setup here.</summary>
|
||||
public event Action<Entity>? EntitySpawned;
|
||||
|
||||
private readonly ReplicationSchema _schema;
|
||||
private readonly EntityStore _store;
|
||||
private readonly Dictionary<int, Entity> _entities = [];
|
||||
|
||||
/// <summary>Creates a replication client writing into <paramref name="store"/>.</summary>
|
||||
public ReplicationClient(ReplicationSchema schema, EntityStore store)
|
||||
{
|
||||
_schema = schema;
|
||||
_store = store;
|
||||
}
|
||||
|
||||
/// <summary>Applies every message queued on <paramref name="connection"/>.</summary>
|
||||
public void Pump(INetConnection connection)
|
||||
{
|
||||
while (connection.TryReceive(out var message))
|
||||
{
|
||||
Apply(message);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Applies one snapshot message to the local store.</summary>
|
||||
public void Apply(byte[] message)
|
||||
{
|
||||
using var reader = new BinaryReader(new MemoryStream(message));
|
||||
if (reader.ReadByte() != ReplicationMessage.Snapshot)
|
||||
{
|
||||
return; // незнакомый тип сообщения — пропускаем, это не снапшот
|
||||
}
|
||||
|
||||
var slots = _schema.Slots;
|
||||
var count = reader.ReadInt32();
|
||||
for (var record = 0; record < count; record++)
|
||||
{
|
||||
var netId = reader.ReadInt32();
|
||||
var op = reader.ReadByte();
|
||||
if (op == ReplicationMessage.OpDespawn)
|
||||
{
|
||||
if (_entities.Remove(netId, out var dead))
|
||||
{
|
||||
dead.DeleteEntity();
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
var mask = reader.ReadUInt32();
|
||||
var spawned = false;
|
||||
if (!_entities.TryGetValue(netId, out var entity))
|
||||
{
|
||||
entity = _store.CreateEntity(new NetId { Value = netId });
|
||||
_entities[netId] = entity;
|
||||
spawned = true;
|
||||
}
|
||||
|
||||
foreach (var slot in slots)
|
||||
{
|
||||
if ((mask & (1u << slot.Bit)) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var data = reader.ReadBytes(slot.Size);
|
||||
slot.Apply(entity, data, 0);
|
||||
}
|
||||
|
||||
if (spawned)
|
||||
{
|
||||
EntitySpawned?.Invoke(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using Friflo.Engine.ECS;
|
||||
|
||||
namespace MrGameEng.Net;
|
||||
|
||||
/// <summary>
|
||||
/// The set of component types a game replicates, registered in the same order on the
|
||||
/// server and every client (the order defines the wire ids). Components must be
|
||||
/// unmanaged structs — they are blitted to the wire as raw bytes, so server and client
|
||||
/// must run on the same engine version. Up to 32 types.
|
||||
/// </summary>
|
||||
public sealed class ReplicationSchema
|
||||
{
|
||||
internal sealed class ComponentSlot
|
||||
{
|
||||
public required int Bit;
|
||||
public required int Size;
|
||||
public required Func<Entity, byte[], bool> TryWrite;
|
||||
public required Action<Entity, byte[], int> Apply;
|
||||
}
|
||||
|
||||
internal readonly List<ComponentSlot> Slots = [];
|
||||
|
||||
/// <summary>
|
||||
/// Registers component type <typeparamref name="T"/> for replication. Returns this
|
||||
/// schema for fluent chaining.
|
||||
/// </summary>
|
||||
public ReplicationSchema Register<T>()
|
||||
where T : unmanaged, IComponent
|
||||
{
|
||||
if (Slots.Count == 32)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
"ReplicationSchema supports at most 32 component types."
|
||||
);
|
||||
}
|
||||
|
||||
var size = Unsafe.SizeOf<T>();
|
||||
Slots.Add(
|
||||
new ComponentSlot
|
||||
{
|
||||
Bit = Slots.Count,
|
||||
Size = size,
|
||||
TryWrite = (entity, buffer) =>
|
||||
{
|
||||
if (!entity.HasComponent<T>())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
MemoryMarshal.Write(buffer, in entity.GetComponent<T>());
|
||||
return true;
|
||||
},
|
||||
Apply = (entity, data, offset) =>
|
||||
{
|
||||
var value = MemoryMarshal.Read<T>(data.AsSpan(offset, size));
|
||||
entity.AddComponent(value);
|
||||
},
|
||||
}
|
||||
);
|
||||
return this;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,174 @@
|
||||
using Friflo.Engine.ECS;
|
||||
|
||||
namespace MrGameEng.Net;
|
||||
|
||||
/// <summary>
|
||||
/// Server-authoritative component replication. Each call to <see cref="Send"/> snapshots
|
||||
/// every entity carrying <see cref="NetId"/> and sends each connection only what changed
|
||||
/// since that connection's previous snapshot (per-component deltas; a new connection gets
|
||||
/// the full state the same way). Deltas need no acknowledgements because the transport is
|
||||
/// reliable and ordered. Call at the desired send rate (e.g. every Nth simulation tick),
|
||||
/// from the simulation thread.
|
||||
/// </summary>
|
||||
public sealed class ReplicationServer
|
||||
{
|
||||
private sealed class ConnectionState
|
||||
{
|
||||
// По netId: последний отправленный блоб каждого зарегистрированного компонента.
|
||||
public readonly Dictionary<int, byte[]?[]> LastSent = [];
|
||||
}
|
||||
|
||||
private readonly ReplicationSchema _schema;
|
||||
private readonly ArchetypeQuery<NetId> _query;
|
||||
private readonly Dictionary<INetConnection, ConnectionState> _states = [];
|
||||
|
||||
// Снапшот текущего тика, переиспользуется между соединениями.
|
||||
private readonly List<(int NetId, byte[]?[] Components)> _current = [];
|
||||
private readonly HashSet<int> _currentIds = [];
|
||||
private int _nextNetId;
|
||||
|
||||
/// <summary>Creates a replication server over <paramref name="store"/>.</summary>
|
||||
public ReplicationServer(ReplicationSchema schema, EntityStore store)
|
||||
{
|
||||
_schema = schema;
|
||||
_query = store.Query<NetId>();
|
||||
}
|
||||
|
||||
/// <summary>Allocates the next free network id for a newly spawned replicated entity.</summary>
|
||||
public int NextNetId() => ++_nextNetId;
|
||||
|
||||
/// <summary>
|
||||
/// Snapshots the world once and sends per-connection deltas. Closed connections are
|
||||
/// forgotten; brand-new ones receive the full state.
|
||||
/// </summary>
|
||||
public void Send(IReadOnlyList<INetConnection> connections)
|
||||
{
|
||||
CaptureCurrentState();
|
||||
|
||||
foreach (var connection in connections)
|
||||
{
|
||||
if (!connection.IsOpen)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!_states.TryGetValue(connection, out var state))
|
||||
{
|
||||
state = new ConnectionState();
|
||||
_states[connection] = state;
|
||||
}
|
||||
|
||||
var message = BuildDelta(state);
|
||||
if (message is not null)
|
||||
{
|
||||
connection.Send(message);
|
||||
}
|
||||
}
|
||||
|
||||
// Забываем состояние умерших соединений, чтобы не копить мусор.
|
||||
foreach (var dead in _states.Keys.Where(c => !c.IsOpen).ToList())
|
||||
{
|
||||
_states.Remove(dead);
|
||||
}
|
||||
}
|
||||
|
||||
private void CaptureCurrentState()
|
||||
{
|
||||
_current.Clear();
|
||||
_currentIds.Clear();
|
||||
var slots = _schema.Slots;
|
||||
_query.ForEachEntity(
|
||||
(ref NetId netId, Entity entity) =>
|
||||
{
|
||||
var components = new byte[]?[slots.Count];
|
||||
foreach (var slot in slots)
|
||||
{
|
||||
var buffer = new byte[slot.Size];
|
||||
components[slot.Bit] = slot.TryWrite(entity, buffer) ? buffer : null;
|
||||
}
|
||||
|
||||
_current.Add((netId.Value, components));
|
||||
_currentIds.Add(netId.Value);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
private byte[]? BuildDelta(ConnectionState state)
|
||||
{
|
||||
using var stream = new MemoryStream();
|
||||
using var writer = new BinaryWriter(stream);
|
||||
writer.Write(ReplicationMessage.Snapshot);
|
||||
var countPosition = stream.Position;
|
||||
writer.Write(0); // количество записей, допишем в конце
|
||||
var records = 0;
|
||||
|
||||
foreach (var (netId, components) in _current)
|
||||
{
|
||||
if (!state.LastSent.TryGetValue(netId, out var lastSent))
|
||||
{
|
||||
lastSent = new byte[]?[components.Length];
|
||||
state.LastSent[netId] = lastSent;
|
||||
}
|
||||
|
||||
uint mask = 0;
|
||||
for (var bit = 0; bit < components.Length; bit++)
|
||||
{
|
||||
var current = components[bit];
|
||||
if (current is null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (lastSent[bit] is null || !current.AsSpan().SequenceEqual(lastSent[bit]))
|
||||
{
|
||||
mask |= 1u << bit;
|
||||
lastSent[bit] = current;
|
||||
}
|
||||
}
|
||||
|
||||
if (mask == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
writer.Write(netId);
|
||||
writer.Write(ReplicationMessage.OpUpsert);
|
||||
writer.Write(mask);
|
||||
for (var bit = 0; bit < components.Length; bit++)
|
||||
{
|
||||
if ((mask & (1u << bit)) != 0)
|
||||
{
|
||||
writer.Write(components[bit]!);
|
||||
}
|
||||
}
|
||||
|
||||
records++;
|
||||
}
|
||||
|
||||
// Сущности, которые соединение знает, а в мире их больше нет.
|
||||
foreach (var known in state.LastSent.Keys.Where(id => !_currentIds.Contains(id)).ToList())
|
||||
{
|
||||
state.LastSent.Remove(known);
|
||||
writer.Write(known);
|
||||
writer.Write(ReplicationMessage.OpDespawn);
|
||||
records++;
|
||||
}
|
||||
|
||||
if (records == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
stream.Position = countPosition;
|
||||
writer.Write(records);
|
||||
return stream.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Wire constants shared by <see cref="ReplicationServer"/> and <see cref="ReplicationClient"/>.</summary>
|
||||
internal static class ReplicationMessage
|
||||
{
|
||||
internal const byte Snapshot = 1;
|
||||
internal const byte OpUpsert = 0;
|
||||
internal const byte OpDespawn = 1;
|
||||
}
|
||||
@@ -0,0 +1,141 @@
|
||||
using System.Collections.Concurrent;
|
||||
using System.Net.WebSockets;
|
||||
|
||||
namespace MrGameEng.Net;
|
||||
|
||||
/// <summary>
|
||||
/// Client side of <see cref="INetConnection"/>: a thin wrapper over the BCL
|
||||
/// <see cref="ClientWebSocket"/>, which works on desktop and inside Blazor WebAssembly
|
||||
/// (where it maps to the browser's WebSocket). Receiving runs on a background task into a
|
||||
/// queue; sends are chained fire-and-forget so the caller — and the browser's single
|
||||
/// thread — never blocks.
|
||||
/// </summary>
|
||||
public sealed class WebSocketClient : INetConnection, IDisposable
|
||||
{
|
||||
/// <inheritdoc />
|
||||
public int Id => 0;
|
||||
|
||||
/// <inheritdoc />
|
||||
public bool IsOpen => !_closed && _socket.State == WebSocketState.Open;
|
||||
|
||||
private readonly ClientWebSocket _socket;
|
||||
private readonly ConcurrentQueue<byte[]> _inbox = new();
|
||||
private readonly CancellationTokenSource _shutdown = new();
|
||||
private Task _sendTail = Task.CompletedTask;
|
||||
private volatile bool _closed;
|
||||
|
||||
private WebSocketClient(ClientWebSocket socket) => _socket = socket;
|
||||
|
||||
/// <summary>
|
||||
/// Connects to <paramref name="uri"/> (ws:// or wss://) and starts the receive loop.
|
||||
/// </summary>
|
||||
public static async Task<WebSocketClient> ConnectAsync(
|
||||
Uri uri,
|
||||
CancellationToken cancellationToken = default
|
||||
)
|
||||
{
|
||||
var socket = new ClientWebSocket();
|
||||
await socket.ConnectAsync(uri, cancellationToken).ConfigureAwait(false);
|
||||
var client = new WebSocketClient(socket);
|
||||
_ = Task.Run(client.ReceiveLoop);
|
||||
return client;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public void Send(ReadOnlySpan<byte> message)
|
||||
{
|
||||
if (!IsOpen)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var copy = message.ToArray();
|
||||
// Отправки сцеплены в хвост: ClientWebSocket не терпит параллельных SendAsync,
|
||||
// а блокировать поток нельзя (в wasm это смерть).
|
||||
lock (_shutdown)
|
||||
{
|
||||
_sendTail = _sendTail.ContinueWith(
|
||||
_ => SendCore(copy),
|
||||
CancellationToken.None,
|
||||
TaskContinuationOptions.None,
|
||||
TaskScheduler.Default
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
private async Task SendCore(byte[] message)
|
||||
{
|
||||
try
|
||||
{
|
||||
await _socket
|
||||
.SendAsync(
|
||||
message,
|
||||
WebSocketMessageType.Binary,
|
||||
endOfMessage: true,
|
||||
_shutdown.Token
|
||||
)
|
||||
.ConfigureAwait(false);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Close();
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public bool TryReceive(out byte[] message) => _inbox.TryDequeue(out message!);
|
||||
|
||||
/// <inheritdoc />
|
||||
public void Close()
|
||||
{
|
||||
if (_closed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_closed = true;
|
||||
_shutdown.Cancel();
|
||||
_socket.Dispose();
|
||||
}
|
||||
|
||||
/// <summary>Closes the connection.</summary>
|
||||
public void Dispose() => Close();
|
||||
|
||||
private async Task ReceiveLoop()
|
||||
{
|
||||
var buffer = new byte[64 * 1024];
|
||||
var message = new MemoryStream();
|
||||
try
|
||||
{
|
||||
while (!_closed)
|
||||
{
|
||||
var result = await _socket
|
||||
.ReceiveAsync(buffer, _shutdown.Token)
|
||||
.ConfigureAwait(false);
|
||||
if (result.MessageType == WebSocketMessageType.Close)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
message.Write(buffer, 0, result.Count);
|
||||
if (result.EndOfMessage)
|
||||
{
|
||||
if (result.MessageType == WebSocketMessageType.Binary)
|
||||
{
|
||||
_inbox.Enqueue(message.ToArray());
|
||||
}
|
||||
|
||||
message.SetLength(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// обрыв или закрытие — штатное завершение цикла
|
||||
}
|
||||
finally
|
||||
{
|
||||
Close();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,248 @@
|
||||
using System.Buffers.Binary;
|
||||
using System.Security.Cryptography;
|
||||
using System.Text;
|
||||
|
||||
namespace MrGameEng.Net;
|
||||
|
||||
/// <summary>WebSocket frame opcodes used by the server.</summary>
|
||||
internal enum WebSocketOpcode : byte
|
||||
{
|
||||
Continuation = 0x0,
|
||||
Text = 0x1,
|
||||
Binary = 0x2,
|
||||
Close = 0x8,
|
||||
Ping = 0x9,
|
||||
Pong = 0xA,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Minimal RFC 6455 building blocks for the server side: the upgrade handshake and frame
|
||||
/// encode/decode over a <see cref="Stream"/>. Kept free of sockets so the protocol logic is
|
||||
/// unit-testable; <see cref="WebSocketServer"/> wires it to TCP.
|
||||
/// </summary>
|
||||
internal static class WebSocketProtocol
|
||||
{
|
||||
private const string HandshakeGuid = "258EAFA5-E914-47DA-95CA-C5AB0DC85B11";
|
||||
|
||||
/// <summary>Computes the Sec-WebSocket-Accept value for a client's Sec-WebSocket-Key.</summary>
|
||||
internal static string AcceptKey(string secWebSocketKey)
|
||||
{
|
||||
var bytes = Encoding.ASCII.GetBytes(secWebSocketKey + HandshakeGuid);
|
||||
return Convert.ToBase64String(SHA1.HashData(bytes));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads the HTTP upgrade request from <paramref name="stream"/> (up to the blank line)
|
||||
/// and extracts the Sec-WebSocket-Key header. Returns false on a malformed request.
|
||||
/// </summary>
|
||||
internal static bool TryReadHandshakeKey(Stream stream, out string key)
|
||||
{
|
||||
key = "";
|
||||
var buffer = new byte[8 * 1024];
|
||||
var length = 0;
|
||||
// Читаем до конца заголовков (\r\n\r\n); запрос маленький, побайтовое чтение не больно.
|
||||
while (length < buffer.Length)
|
||||
{
|
||||
var read = stream.Read(buffer, length, 1);
|
||||
if (read == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
length++;
|
||||
if (
|
||||
length >= 4
|
||||
&& buffer[length - 4] == (byte)'\r'
|
||||
&& buffer[length - 3] == (byte)'\n'
|
||||
&& buffer[length - 2] == (byte)'\r'
|
||||
&& buffer[length - 1] == (byte)'\n'
|
||||
)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var request = Encoding.ASCII.GetString(buffer, 0, length);
|
||||
foreach (var line in request.Split("\r\n"))
|
||||
{
|
||||
var separator = line.IndexOf(':');
|
||||
if (separator < 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (
|
||||
line[..separator]
|
||||
.Trim()
|
||||
.Equals("Sec-WebSocket-Key", StringComparison.OrdinalIgnoreCase)
|
||||
)
|
||||
{
|
||||
key = line[(separator + 1)..].Trim();
|
||||
return key.Length > 0;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>Writes the 101 Switching Protocols response completing the handshake.</summary>
|
||||
internal static void WriteHandshakeResponse(Stream stream, string secWebSocketKey)
|
||||
{
|
||||
var response =
|
||||
"HTTP/1.1 101 Switching Protocols\r\n"
|
||||
+ "Upgrade: websocket\r\n"
|
||||
+ "Connection: Upgrade\r\n"
|
||||
+ $"Sec-WebSocket-Accept: {AcceptKey(secWebSocketKey)}\r\n"
|
||||
+ "\r\n";
|
||||
var bytes = Encoding.ASCII.GetBytes(response);
|
||||
stream.Write(bytes, 0, bytes.Length);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Encodes one complete (FIN) frame. Server frames are unmasked per RFC 6455;
|
||||
/// <paramref name="maskKey"/> is for tests that emulate a client.
|
||||
/// </summary>
|
||||
internal static byte[] EncodeFrame(
|
||||
ReadOnlySpan<byte> payload,
|
||||
WebSocketOpcode opcode,
|
||||
byte[]? maskKey = null
|
||||
)
|
||||
{
|
||||
var masked = maskKey is not null;
|
||||
var headerLength =
|
||||
2
|
||||
+ payload.Length switch
|
||||
{
|
||||
<= 125 => 0,
|
||||
<= ushort.MaxValue => 2,
|
||||
_ => 8,
|
||||
};
|
||||
var frame = new byte[headerLength + (masked ? 4 : 0) + payload.Length];
|
||||
frame[0] = (byte)(0x80 | (byte)opcode);
|
||||
switch (payload.Length)
|
||||
{
|
||||
case <= 125:
|
||||
frame[1] = (byte)payload.Length;
|
||||
break;
|
||||
case <= ushort.MaxValue:
|
||||
frame[1] = 126;
|
||||
BinaryPrimitives.WriteUInt16BigEndian(frame.AsSpan(2), (ushort)payload.Length);
|
||||
break;
|
||||
default:
|
||||
frame[1] = 127;
|
||||
BinaryPrimitives.WriteUInt64BigEndian(frame.AsSpan(2), (ulong)payload.Length);
|
||||
break;
|
||||
}
|
||||
|
||||
var offset = headerLength;
|
||||
if (masked)
|
||||
{
|
||||
frame[1] |= 0x80;
|
||||
maskKey!.CopyTo(frame, offset);
|
||||
offset += 4;
|
||||
for (var i = 0; i < payload.Length; i++)
|
||||
{
|
||||
frame[offset + i] = (byte)(payload[i] ^ maskKey[i % 4]);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
payload.CopyTo(frame.AsSpan(offset));
|
||||
}
|
||||
|
||||
return frame;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reads one frame. Returns false on a clean end of stream. Masked payloads are unmasked.
|
||||
/// </summary>
|
||||
internal static bool TryReadFrame(
|
||||
Stream stream,
|
||||
out WebSocketOpcode opcode,
|
||||
out bool fin,
|
||||
out byte[] payload
|
||||
)
|
||||
{
|
||||
opcode = WebSocketOpcode.Close;
|
||||
fin = true;
|
||||
payload = [];
|
||||
|
||||
var header = new byte[2];
|
||||
if (!TryReadExactly(stream, header))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
fin = (header[0] & 0x80) != 0;
|
||||
opcode = (WebSocketOpcode)(header[0] & 0x0F);
|
||||
var masked = (header[1] & 0x80) != 0;
|
||||
long length = header[1] & 0x7F;
|
||||
if (length == 126)
|
||||
{
|
||||
var extended = new byte[2];
|
||||
if (!TryReadExactly(stream, extended))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
length = BinaryPrimitives.ReadUInt16BigEndian(extended);
|
||||
}
|
||||
else if (length == 127)
|
||||
{
|
||||
var extended = new byte[8];
|
||||
if (!TryReadExactly(stream, extended))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
length = (long)BinaryPrimitives.ReadUInt64BigEndian(extended);
|
||||
}
|
||||
|
||||
if (length > MaxPayloadBytes)
|
||||
{
|
||||
return false; // защита от злонамеренной длины — соединение закроется
|
||||
}
|
||||
|
||||
var maskKey = new byte[4];
|
||||
if (masked && !TryReadExactly(stream, maskKey))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
payload = new byte[length];
|
||||
if (!TryReadExactly(stream, payload))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (masked)
|
||||
{
|
||||
for (var i = 0; i < payload.Length; i++)
|
||||
{
|
||||
payload[i] ^= maskKey[i % 4];
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>Upper bound for a single frame payload accepted by the server.</summary>
|
||||
internal const int MaxPayloadBytes = 16 * 1024 * 1024;
|
||||
|
||||
private static bool TryReadExactly(Stream stream, byte[] buffer)
|
||||
{
|
||||
var offset = 0;
|
||||
while (offset < buffer.Length)
|
||||
{
|
||||
var read = stream.Read(buffer, offset, buffer.Length - offset);
|
||||
if (read == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
offset += read;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,279 @@
|
||||
using System.Collections.Concurrent;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using MrGameEng.Core;
|
||||
|
||||
namespace MrGameEng.Net;
|
||||
|
||||
/// <summary>
|
||||
/// A dependency-free WebSocket server (RFC 6455 over <see cref="TcpListener"/>) for
|
||||
/// dedicated servers. Accepting and reading happen on background tasks; the simulation
|
||||
/// drains new connections with <see cref="TryAcceptConnection"/> and reads messages by
|
||||
/// polling each connection — nothing here touches the ECS world from another thread.
|
||||
/// Binary messages only; pings are answered automatically.
|
||||
/// </summary>
|
||||
public sealed class WebSocketServer : IDisposable
|
||||
{
|
||||
/// <summary>The port the server listens on.</summary>
|
||||
public int Port { get; }
|
||||
|
||||
/// <summary>Snapshot of currently open connections.</summary>
|
||||
public IReadOnlyList<INetConnection> Connections
|
||||
{
|
||||
get
|
||||
{
|
||||
lock (_connections)
|
||||
{
|
||||
return _connections.Where(c => c.IsOpen).Cast<INetConnection>().ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private readonly TcpListener _listener;
|
||||
private readonly List<ServerConnection> _connections = [];
|
||||
private readonly ConcurrentQueue<ServerConnection> _accepted = new();
|
||||
private readonly CancellationTokenSource _shutdown = new();
|
||||
private int _nextConnectionId;
|
||||
private bool _started;
|
||||
|
||||
/// <summary>Creates a server for <paramref name="port"/> on all interfaces. Call <see cref="Start"/> to listen.</summary>
|
||||
public WebSocketServer(int port)
|
||||
{
|
||||
Port = port;
|
||||
_listener = new TcpListener(IPAddress.Any, port);
|
||||
}
|
||||
|
||||
/// <summary>Starts listening and accepting connections in the background.</summary>
|
||||
public void Start()
|
||||
{
|
||||
if (_started)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_started = true;
|
||||
_listener.Start();
|
||||
Task.Run(AcceptLoop);
|
||||
Log.Info($"WebSocketServer listening on port {Port}");
|
||||
}
|
||||
|
||||
/// <summary>Dequeues a connection that completed its handshake since the last call.</summary>
|
||||
public bool TryAcceptConnection(out INetConnection connection)
|
||||
{
|
||||
if (_accepted.TryDequeue(out var accepted))
|
||||
{
|
||||
connection = accepted;
|
||||
return true;
|
||||
}
|
||||
|
||||
connection = null!;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>Stops listening and closes every connection.</summary>
|
||||
public void Dispose()
|
||||
{
|
||||
_shutdown.Cancel();
|
||||
_listener.Stop();
|
||||
lock (_connections)
|
||||
{
|
||||
foreach (var connection in _connections)
|
||||
{
|
||||
connection.Close();
|
||||
}
|
||||
|
||||
_connections.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
private async Task AcceptLoop()
|
||||
{
|
||||
while (!_shutdown.IsCancellationRequested)
|
||||
{
|
||||
TcpClient client;
|
||||
try
|
||||
{
|
||||
client = await _listener.AcceptTcpClientAsync(_shutdown.Token);
|
||||
}
|
||||
catch (Exception) when (_shutdown.IsCancellationRequested)
|
||||
{
|
||||
return;
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Log.Warning($"WebSocketServer accept failed: {exception.Message}");
|
||||
continue;
|
||||
}
|
||||
|
||||
_ = Task.Run(() => Handshake(client));
|
||||
}
|
||||
}
|
||||
|
||||
private void Handshake(TcpClient client)
|
||||
{
|
||||
try
|
||||
{
|
||||
client.NoDelay = true;
|
||||
var stream = client.GetStream();
|
||||
if (!WebSocketProtocol.TryReadHandshakeKey(stream, out var key))
|
||||
{
|
||||
client.Dispose();
|
||||
return;
|
||||
}
|
||||
|
||||
WebSocketProtocol.WriteHandshakeResponse(stream, key);
|
||||
var connection = new ServerConnection(
|
||||
Interlocked.Increment(ref _nextConnectionId),
|
||||
client
|
||||
);
|
||||
lock (_connections)
|
||||
{
|
||||
_connections.RemoveAll(c => !c.IsOpen);
|
||||
_connections.Add(connection);
|
||||
}
|
||||
|
||||
_accepted.Enqueue(connection);
|
||||
connection.StartReceiveLoop();
|
||||
Log.Info($"WebSocketServer: connection #{connection.Id} accepted");
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Log.Warning($"WebSocketServer handshake failed: {exception.Message}");
|
||||
client.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class ServerConnection : INetConnection
|
||||
{
|
||||
public int Id { get; }
|
||||
public bool IsOpen => !_closed;
|
||||
|
||||
private readonly TcpClient _client;
|
||||
private readonly NetworkStream _stream;
|
||||
private readonly ConcurrentQueue<byte[]> _inbox = new();
|
||||
private readonly object _sendLock = new();
|
||||
private volatile bool _closed;
|
||||
|
||||
internal ServerConnection(int id, TcpClient client)
|
||||
{
|
||||
Id = id;
|
||||
_client = client;
|
||||
_stream = client.GetStream();
|
||||
}
|
||||
|
||||
internal void StartReceiveLoop() => Task.Run(ReceiveLoop);
|
||||
|
||||
public void Send(ReadOnlySpan<byte> message)
|
||||
{
|
||||
if (_closed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var frame = WebSocketProtocol.EncodeFrame(message, WebSocketOpcode.Binary);
|
||||
try
|
||||
{
|
||||
lock (_sendLock)
|
||||
{
|
||||
_stream.Write(frame, 0, frame.Length);
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Close();
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryReceive(out byte[] message) => _inbox.TryDequeue(out message!);
|
||||
|
||||
public void Close()
|
||||
{
|
||||
if (_closed)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_closed = true;
|
||||
try
|
||||
{
|
||||
_client.Dispose();
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// соединение уже мертво — закрытие не должно бросать
|
||||
}
|
||||
}
|
||||
|
||||
private void ReceiveLoop()
|
||||
{
|
||||
var pending = new List<byte>();
|
||||
var pendingOpcode = WebSocketOpcode.Binary;
|
||||
try
|
||||
{
|
||||
while (!_closed)
|
||||
{
|
||||
if (
|
||||
!WebSocketProtocol.TryReadFrame(
|
||||
_stream,
|
||||
out var opcode,
|
||||
out var fin,
|
||||
out var payload
|
||||
)
|
||||
)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
switch (opcode)
|
||||
{
|
||||
case WebSocketOpcode.Ping:
|
||||
lock (_sendLock)
|
||||
{
|
||||
var pong = WebSocketProtocol.EncodeFrame(
|
||||
payload,
|
||||
WebSocketOpcode.Pong
|
||||
);
|
||||
_stream.Write(pong, 0, pong.Length);
|
||||
}
|
||||
|
||||
continue;
|
||||
case WebSocketOpcode.Pong:
|
||||
continue;
|
||||
case WebSocketOpcode.Close:
|
||||
lock (_sendLock)
|
||||
{
|
||||
var close = WebSocketProtocol.EncodeFrame(
|
||||
[],
|
||||
WebSocketOpcode.Close
|
||||
);
|
||||
_stream.Write(close, 0, close.Length);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (opcode != WebSocketOpcode.Continuation)
|
||||
{
|
||||
pendingOpcode = opcode;
|
||||
pending.Clear();
|
||||
}
|
||||
|
||||
pending.AddRange(payload);
|
||||
if (fin && pendingOpcode == WebSocketOpcode.Binary)
|
||||
{
|
||||
_inbox.Enqueue(pending.ToArray());
|
||||
pending.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// обрыв соединения — штатный путь завершения цикла
|
||||
}
|
||||
finally
|
||||
{
|
||||
Close();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,112 @@
|
||||
using MrGameEng.Formulas;
|
||||
using Xunit;
|
||||
|
||||
namespace MrGameEng.Core.Tests;
|
||||
|
||||
public class FormulaTests
|
||||
{
|
||||
private static IFormulaContext Vars(Dictionary<string, float> values) =>
|
||||
new DelegateFormulaContext(name =>
|
||||
values.TryGetValue(name, out var v)
|
||||
? v
|
||||
: throw new FormulaException($"unknown '{name}'")
|
||||
);
|
||||
|
||||
[Theory]
|
||||
[InlineData("1 + 2 * 3", 7f)] // precedence
|
||||
[InlineData("(1 + 2) * 3", 9f)] // parentheses
|
||||
[InlineData("10 - 2 - 3", 5f)] // left associativity
|
||||
[InlineData("-2 + 5", 3f)] // unary minus
|
||||
[InlineData("2 * -3", -6f)] // unary minus after operator
|
||||
[InlineData("7 % 3", 1f)] // modulo
|
||||
[InlineData("2.5 * 4", 10f)] // decimals
|
||||
public void Evaluate_Arithmetic_RespectsPrecedence(string expr, float expected)
|
||||
{
|
||||
Assert.Equal(expected, Formula.Compile(expr).Evaluate(), 4);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData("min(3, 5)", 3f)]
|
||||
[InlineData("max(3, 5)", 5f)]
|
||||
[InlineData("clamp(12, 0, 10)", 10f)]
|
||||
[InlineData("clamp(-4, 0, 10)", 0f)]
|
||||
[InlineData("lerp(0, 10, 0.25)", 2.5f)]
|
||||
[InlineData("pow(2, 10)", 1024f)]
|
||||
[InlineData("abs(-7)", 7f)]
|
||||
[InlineData("floor(3.9)", 3f)]
|
||||
[InlineData("ceil(3.1)", 4f)]
|
||||
[InlineData("step(5, 7)", 1f)]
|
||||
[InlineData("step(5, 2)", 0f)]
|
||||
public void Evaluate_Functions_ComputeExpected(string expr, float expected)
|
||||
{
|
||||
Assert.Equal(expected, Formula.Compile(expr).Evaluate(), 4);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Evaluate_Constants_AreBuiltIn()
|
||||
{
|
||||
Assert.Equal(MathF.PI, Formula.Compile("pi").Evaluate(), 5);
|
||||
Assert.Equal(MathF.Tau, Formula.Compile("tau").Evaluate(), 5);
|
||||
Assert.Equal(MathF.E, Formula.Compile("e").Evaluate(), 5);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData("2 < 3", 1f)]
|
||||
[InlineData("3 <= 3", 1f)]
|
||||
[InlineData("3 > 5", 0f)]
|
||||
[InlineData("4 == 4", 1f)]
|
||||
[InlineData("4 != 4", 0f)]
|
||||
[InlineData("1 && 0", 0f)]
|
||||
[InlineData("0 || 2", 1f)]
|
||||
[InlineData("!0", 1f)]
|
||||
[InlineData("!5", 0f)]
|
||||
public void Evaluate_LogicAndComparison_YieldBooleansAsOneOrZero(string expr, float expected)
|
||||
{
|
||||
Assert.Equal(expected, Formula.Compile(expr).Evaluate(), 4);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData("3 > 2 ? 10 : 20", 10f)]
|
||||
[InlineData("3 < 2 ? 10 : 20", 20f)]
|
||||
[InlineData("1 ? 2 ? 3 : 4 : 5", 3f)] // nested ternary
|
||||
public void Evaluate_Ternary_SelectsBranch(string expr, float expected)
|
||||
{
|
||||
Assert.Equal(expected, Formula.Compile(expr).Evaluate(), 4);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Evaluate_Variables_ResolvedThroughContext()
|
||||
{
|
||||
var ctx = Vars(new() { ["light"] = 0.8f, ["optimal"] = 0.5f });
|
||||
var formula = Formula.Compile("clamp(1 - abs(light - optimal), 0, 1)");
|
||||
Assert.Equal(0.7f, formula.Evaluate(ctx), 4);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Evaluate_SameFormulaTwice_IsDeterministic()
|
||||
{
|
||||
var formula = Formula.Compile("sin(t) * 2 + 1");
|
||||
var ctx = Vars(new() { ["t"] = 1.234f });
|
||||
Assert.Equal(formula.Evaluate(ctx), formula.Evaluate(ctx), 6);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData("1 +")] // dangling operator
|
||||
[InlineData("(1 + 2")] // unbalanced paren
|
||||
[InlineData("1 2")] // trailing token
|
||||
[InlineData("min(1)")] // wrong arity
|
||||
[InlineData("nope(1)")] // unknown function
|
||||
[InlineData("@")] // bad character
|
||||
[InlineData("1 = 2")] // single equals
|
||||
public void Compile_InvalidExpression_Throws(string expr)
|
||||
{
|
||||
Assert.Throws<FormulaException>(() => Formula.Compile(expr));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Evaluate_UnknownVariableWithoutContext_Throws()
|
||||
{
|
||||
var formula = Formula.Compile("x + 1");
|
||||
Assert.Throws<FormulaException>(() => formula.Evaluate());
|
||||
}
|
||||
}
|
||||
@@ -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.Net\MrGameEng.Net.csproj" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,200 @@
|
||||
using System.Collections.Concurrent;
|
||||
using Friflo.Engine.ECS;
|
||||
using MrGameEng.Net;
|
||||
using Xunit;
|
||||
|
||||
namespace MrGameEng.Net.Tests;
|
||||
|
||||
public class ReplicationTests
|
||||
{
|
||||
private struct TestPosition : IComponent
|
||||
{
|
||||
public float X;
|
||||
public float Y;
|
||||
}
|
||||
|
||||
private struct TestHealth : IComponent
|
||||
{
|
||||
public int Value;
|
||||
}
|
||||
|
||||
private sealed class FakeConnection : INetConnection
|
||||
{
|
||||
public int Id { get; init; }
|
||||
public bool IsOpen { get; set; } = true;
|
||||
public readonly ConcurrentQueue<byte[]> Sent = new();
|
||||
|
||||
public void Send(ReadOnlySpan<byte> message) => Sent.Enqueue(message.ToArray());
|
||||
|
||||
public bool TryReceive(out byte[] message) => Sent.TryDequeue(out message!);
|
||||
|
||||
public void Close() => IsOpen = false;
|
||||
}
|
||||
|
||||
private static ReplicationSchema MakeSchema() =>
|
||||
new ReplicationSchema().Register<TestPosition>().Register<TestHealth>();
|
||||
|
||||
[Fact]
|
||||
public void FirstSnapshot_SpawnsEntities_OnTheClient()
|
||||
{
|
||||
var serverStore = new EntityStore();
|
||||
var clientStore = new EntityStore();
|
||||
var server = new ReplicationServer(MakeSchema(), serverStore);
|
||||
var client = new ReplicationClient(MakeSchema(), clientStore);
|
||||
var connection = new FakeConnection();
|
||||
|
||||
serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = 10f, Y = 20f },
|
||||
new TestHealth { Value = 7 }
|
||||
);
|
||||
serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = -3f, Y = 4f }
|
||||
);
|
||||
|
||||
server.Send([connection]);
|
||||
client.Pump(connection);
|
||||
|
||||
Assert.Equal(2, client.EntityCount);
|
||||
var first = FindByNetId(clientStore, 1);
|
||||
Assert.Equal(10f, first.GetComponent<TestPosition>().X);
|
||||
Assert.Equal(7, first.GetComponent<TestHealth>().Value);
|
||||
var second = FindByNetId(clientStore, 2);
|
||||
Assert.False(second.HasComponent<TestHealth>());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UnchangedWorld_SendsNothing()
|
||||
{
|
||||
var serverStore = new EntityStore();
|
||||
var server = new ReplicationServer(MakeSchema(), serverStore);
|
||||
var connection = new FakeConnection();
|
||||
serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = 1f, Y = 1f }
|
||||
);
|
||||
|
||||
server.Send([connection]);
|
||||
Assert.Single(connection.Sent);
|
||||
|
||||
server.Send([connection]);
|
||||
Assert.Single(connection.Sent); // дельта пустая — второго сообщения нет
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ChangedComponent_IsTheOnlyThingResent()
|
||||
{
|
||||
var serverStore = new EntityStore();
|
||||
var clientStore = new EntityStore();
|
||||
var server = new ReplicationServer(MakeSchema(), serverStore);
|
||||
var client = new ReplicationClient(MakeSchema(), clientStore);
|
||||
var connection = new FakeConnection();
|
||||
|
||||
var entity = serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = 1f, Y = 1f },
|
||||
new TestHealth { Value = 100 }
|
||||
);
|
||||
server.Send([connection]);
|
||||
client.Pump(connection);
|
||||
|
||||
entity.AddComponent(new TestPosition { X = 5f, Y = 6f }); // здоровье не трогаем
|
||||
server.Send([connection]);
|
||||
|
||||
Assert.True(connection.Sent.TryDequeue(out var delta));
|
||||
// Запись: type(1) + count(4) + netId(4) + op(1) + mask(4) + TestPosition(8) — без TestHealth.
|
||||
Assert.Equal(22, delta!.Length);
|
||||
|
||||
client.Apply(delta);
|
||||
var replicated = FindByNetId(clientStore, 1);
|
||||
Assert.Equal(5f, replicated.GetComponent<TestPosition>().X);
|
||||
Assert.Equal(100, replicated.GetComponent<TestHealth>().Value);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DeletedEntity_DespawnsOnTheClient()
|
||||
{
|
||||
var serverStore = new EntityStore();
|
||||
var clientStore = new EntityStore();
|
||||
var server = new ReplicationServer(MakeSchema(), serverStore);
|
||||
var client = new ReplicationClient(MakeSchema(), clientStore);
|
||||
var connection = new FakeConnection();
|
||||
|
||||
var entity = serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = 1f, Y = 1f }
|
||||
);
|
||||
server.Send([connection]);
|
||||
client.Pump(connection);
|
||||
Assert.Equal(1, client.EntityCount);
|
||||
|
||||
entity.DeleteEntity();
|
||||
server.Send([connection]);
|
||||
client.Pump(connection);
|
||||
|
||||
Assert.Equal(0, client.EntityCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LateJoiner_GetsFullState()
|
||||
{
|
||||
var serverStore = new EntityStore();
|
||||
var server = new ReplicationServer(MakeSchema(), serverStore);
|
||||
var early = new FakeConnection { Id = 1 };
|
||||
var late = new FakeConnection { Id = 2 };
|
||||
|
||||
serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = 9f, Y = 9f }
|
||||
);
|
||||
server.Send([early]);
|
||||
server.Send([early, late]); // мир не менялся: early — тишина, late — полный стейт
|
||||
|
||||
Assert.Single(early.Sent);
|
||||
Assert.Single(late.Sent);
|
||||
|
||||
var clientStore = new EntityStore();
|
||||
var client = new ReplicationClient(MakeSchema(), clientStore);
|
||||
client.Pump(late);
|
||||
Assert.Equal(1, client.EntityCount);
|
||||
Assert.Equal(9f, FindByNetId(clientStore, 1).GetComponent<TestPosition>().X);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EntitySpawned_FiresOncePerEntity()
|
||||
{
|
||||
var serverStore = new EntityStore();
|
||||
var clientStore = new EntityStore();
|
||||
var server = new ReplicationServer(MakeSchema(), serverStore);
|
||||
var client = new ReplicationClient(MakeSchema(), clientStore);
|
||||
var connection = new FakeConnection();
|
||||
var spawns = 0;
|
||||
client.EntitySpawned += _ => spawns++;
|
||||
|
||||
var entity = serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = 1f, Y = 1f }
|
||||
);
|
||||
server.Send([connection]);
|
||||
client.Pump(connection);
|
||||
entity.AddComponent(new TestPosition { X = 2f, Y = 2f });
|
||||
server.Send([connection]);
|
||||
client.Pump(connection);
|
||||
|
||||
Assert.Equal(1, spawns);
|
||||
}
|
||||
|
||||
private static Entity FindByNetId(EntityStore store, int netId)
|
||||
{
|
||||
foreach (var entity in store.Entities)
|
||||
{
|
||||
if (entity.HasComponent<NetId>() && entity.GetComponent<NetId>().Value == netId)
|
||||
{
|
||||
return entity;
|
||||
}
|
||||
}
|
||||
|
||||
throw new InvalidOperationException($"Entity with NetId {netId} not found.");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using MrGameEng.Net;
|
||||
using Xunit;
|
||||
|
||||
namespace MrGameEng.Net.Tests;
|
||||
|
||||
public class WebSocketLoopbackTests
|
||||
{
|
||||
[Fact]
|
||||
public async Task ClientAndServer_ExchangeBinaryMessages_OverLoopback()
|
||||
{
|
||||
var port = FreePort();
|
||||
using var server = new WebSocketServer(port);
|
||||
server.Start();
|
||||
|
||||
using var client = await WebSocketClient.ConnectAsync(
|
||||
new Uri($"ws://localhost:{port}/"),
|
||||
new CancellationTokenSource(TimeSpan.FromSeconds(10)).Token
|
||||
);
|
||||
|
||||
var connection = await WaitFor(
|
||||
() => server.TryAcceptConnection(out var c) ? c : null,
|
||||
"server accept"
|
||||
);
|
||||
|
||||
// Сервер → клиент.
|
||||
connection.Send([1, 2, 3, 250]);
|
||||
var received = await WaitFor(
|
||||
() => client.TryReceive(out var m) ? m : null,
|
||||
"client receive"
|
||||
);
|
||||
Assert.Equal(new byte[] { 1, 2, 3, 250 }, received);
|
||||
|
||||
// Клиент → сервер (ClientWebSocket маскирует кадры — сервер обязан размаскировать).
|
||||
client.Send([9, 8, 7]);
|
||||
var echoed = await WaitFor(
|
||||
() => connection.TryReceive(out var m) ? m : null,
|
||||
"server receive"
|
||||
);
|
||||
Assert.Equal(new byte[] { 9, 8, 7 }, echoed);
|
||||
|
||||
Assert.True(connection.IsOpen);
|
||||
Assert.True(client.IsOpen);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public async Task ClosingTheClient_ClosesTheServerConnection()
|
||||
{
|
||||
var port = FreePort();
|
||||
using var server = new WebSocketServer(port);
|
||||
server.Start();
|
||||
|
||||
var client = await WebSocketClient.ConnectAsync(
|
||||
new Uri($"ws://localhost:{port}/"),
|
||||
new CancellationTokenSource(TimeSpan.FromSeconds(10)).Token
|
||||
);
|
||||
var connection = await WaitFor(
|
||||
() => server.TryAcceptConnection(out var c) ? c : null,
|
||||
"server accept"
|
||||
);
|
||||
|
||||
client.Close();
|
||||
|
||||
await WaitFor(() => connection.IsOpen ? null : "closed", "server-side close");
|
||||
Assert.False(connection.IsOpen);
|
||||
}
|
||||
|
||||
private static async Task<T> WaitFor<T>(Func<T?> poll, string what)
|
||||
where T : class
|
||||
{
|
||||
for (var i = 0; i < 200; i++)
|
||||
{
|
||||
if (poll() is { } result)
|
||||
{
|
||||
return result;
|
||||
}
|
||||
|
||||
await Task.Delay(25);
|
||||
}
|
||||
|
||||
throw new TimeoutException($"Timed out waiting for {what}.");
|
||||
}
|
||||
|
||||
private static int FreePort()
|
||||
{
|
||||
var listener = new TcpListener(IPAddress.Loopback, 0);
|
||||
listener.Start();
|
||||
var port = ((IPEndPoint)listener.LocalEndpoint).Port;
|
||||
listener.Stop();
|
||||
return port;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
using MrGameEng.Net;
|
||||
using Xunit;
|
||||
|
||||
namespace MrGameEng.Net.Tests;
|
||||
|
||||
public class WebSocketProtocolTests
|
||||
{
|
||||
[Fact]
|
||||
public void AcceptKey_MatchesRfc6455Example()
|
||||
{
|
||||
// Пример рукопожатия прямо из RFC 6455, раздел 1.3.
|
||||
Assert.Equal(
|
||||
"s3pPLMBiTxaQ9kYGzzhZRbK+xOo=",
|
||||
WebSocketProtocol.AcceptKey("dGhlIHNhbXBsZSBub25jZQ==")
|
||||
);
|
||||
}
|
||||
|
||||
[Theory]
|
||||
[InlineData(0)]
|
||||
[InlineData(125)]
|
||||
[InlineData(126)]
|
||||
[InlineData(70_000)]
|
||||
public void Frame_Roundtrips_Unmasked(int payloadLength)
|
||||
{
|
||||
var payload = MakePayload(payloadLength);
|
||||
var frame = WebSocketProtocol.EncodeFrame(payload, WebSocketOpcode.Binary);
|
||||
|
||||
using var stream = new MemoryStream(frame);
|
||||
Assert.True(
|
||||
WebSocketProtocol.TryReadFrame(stream, out var opcode, out var fin, out var decoded)
|
||||
);
|
||||
Assert.Equal(WebSocketOpcode.Binary, opcode);
|
||||
Assert.True(fin);
|
||||
Assert.Equal(payload, decoded);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Frame_Roundtrips_Masked()
|
||||
{
|
||||
var payload = MakePayload(1000);
|
||||
var frame = WebSocketProtocol.EncodeFrame(
|
||||
payload,
|
||||
WebSocketOpcode.Binary,
|
||||
maskKey: [0x12, 0x34, 0x56, 0x78]
|
||||
);
|
||||
|
||||
using var stream = new MemoryStream(frame);
|
||||
Assert.True(WebSocketProtocol.TryReadFrame(stream, out _, out _, out var decoded));
|
||||
Assert.Equal(payload, decoded);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryReadHandshakeKey_ExtractsHeader()
|
||||
{
|
||||
var request =
|
||||
"GET /chat HTTP/1.1\r\n"
|
||||
+ "Host: localhost\r\n"
|
||||
+ "Upgrade: websocket\r\n"
|
||||
+ "Connection: Upgrade\r\n"
|
||||
+ "Sec-WebSocket-Key: dGhlIHNhbXBsZSBub25jZQ==\r\n"
|
||||
+ "Sec-WebSocket-Version: 13\r\n"
|
||||
+ "\r\n";
|
||||
using var stream = new MemoryStream(System.Text.Encoding.ASCII.GetBytes(request));
|
||||
|
||||
Assert.True(WebSocketProtocol.TryReadHandshakeKey(stream, out var key));
|
||||
Assert.Equal("dGhlIHNhbXBsZSBub25jZQ==", key);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryReadFrame_TruncatedStream_ReturnsFalse()
|
||||
{
|
||||
var frame = WebSocketProtocol.EncodeFrame(MakePayload(100), WebSocketOpcode.Binary);
|
||||
using var stream = new MemoryStream(frame, 0, frame.Length - 10);
|
||||
|
||||
Assert.False(WebSocketProtocol.TryReadFrame(stream, out _, out _, out _));
|
||||
}
|
||||
|
||||
private static byte[] MakePayload(int length)
|
||||
{
|
||||
var payload = new byte[length];
|
||||
for (var i = 0; i < length; i++)
|
||||
{
|
||||
payload[i] = (byte)(i * 31);
|
||||
}
|
||||
|
||||
return payload;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user