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Author SHA1 Message Date
Leonid PershinandClaude Fable 5 3438ed77f6 Add MrGameEng.Net: WebSocket transport + delta component replication
CI / build-test (push) Successful in 1m16s
Browsers can't speak UDP, so WebSocket is the engine's one transport.
The server side is a dependency-free RFC 6455 implementation over
TcpListener (handshake, frame codec with masking and fragmentation,
ping/pong — unit-tested against the RFC example vectors); the client
wraps ClientWebSocket, which works on desktop and maps to the browser
WebSocket in Blazor WASM. Both sit behind the poll-based INetConnection
so simulation systems drain messages from their own thread; client
sends are chained fire-and-forget (no blocking — wasm-safe).

Replication is server-authoritative: games register unmanaged component
types in a ReplicationSchema (same order both sides, up to 32 types),
ReplicationServer snapshots entities carrying NetId once per send and
ships each connection only the components that changed since its last
snapshot — a reliable ordered transport needs no acks for deltas. New
connections receive the full state through the same path; despawns are
tracked by set difference. ReplicationClient applies snapshots to a
local EntityStore and raises EntitySpawned so the game can decorate
replicated entities with presentation components.

Covered by 16 tests including a real loopback exchange between
WebSocketClient and WebSocketServer.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 23:35:57 +03:00
Leonid PershinandClaude Opus 4.8 10898b08a0 Add formula engine: data-driven expression evaluator (Core)
CI / build-test (push) Successful in 1m19s
Keystone for the gene system. A Formula compiles a string from a def
(lexer -> recursive-descent parser -> tree of Func<IFormulaContext,float>)
once, then evaluates allocation-free against a variable context.

Supports + - * / %, comparisons, && || !, ternary, the constants
pi/tau/e, and functions abs sign floor ceil round sqrt exp log sin cos
tan min max pow clamp lerp step. Deterministic and side-effect-free so
gene-effect formulas stay pure. Covered by FormulaTests (parsing,
precedence, functions, logic/ternary, variables, errors).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 23:26:06 +03:00
23 changed files with 2284 additions and 0 deletions
+7
View File
@@ -64,6 +64,13 @@ Engine libraries (each feature is a namespaced subfolder of its host):
**Collisions** (`MrGameEng.Collisions`: `Collider` component, spatial hash rebuilt per
tick, pairs/queries/raycast, `scene.UseCollisions()` after movement systems).
`Core`, `Graphics` (Collisions needs `Transform2D`, `RectF`).
- **`Net`** — multiplayer building blocks, browser-compatible by design: a dependency-free
RFC 6455 WebSocket server over `TcpListener` (browsers can't speak UDP, so WebSocket is
the engine's one transport), a `ClientWebSocket`-based client (works in Blazor WASM),
both behind the poll-based `INetConnection`; server-authoritative component replication
(`ReplicationSchema` of unmanaged components, `ReplicationServer` sending per-connection
deltas — no acks needed over a reliable ordered transport, `ReplicationClient` applying
snapshots to a local store, `NetId`). → `Core`.
- **`UI`** — Myra integration (`scene.UseUI()` after `UseRenderer2D()`),
**DevConsole** (`MrGameEng.DevConsole`: in-game console capturing `Core.Log`,
`scene.UseDevConsole()` last in OnLoad) and **Inspector** (`MrGameEng.Inspector`: a
+30
View File
@@ -43,6 +43,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host", "src\MrGam
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host.Tests", "tests\MrGameEng.Host.Tests\MrGameEng.Host.Tests.csproj", "{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Net", "src\MrGameEng.Net\MrGameEng.Net.csproj", "{A4E754C7-C5FD-43A2-B345-34152D3A22D1}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Net.Tests", "tests\MrGameEng.Net.Tests\MrGameEng.Net.Tests.csproj", "{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -257,6 +261,30 @@ Global
{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
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|x64.ActiveCfg = Debug|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|x64.Build.0 = Debug|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|x86.ActiveCfg = Debug|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Debug|x86.Build.0 = Debug|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|Any CPU.Build.0 = Release|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|x64.ActiveCfg = Release|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|x64.Build.0 = Release|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|x86.ActiveCfg = Release|Any CPU
{A4E754C7-C5FD-43A2-B345-34152D3A22D1}.Release|x86.Build.0 = Release|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|Any CPU.Build.0 = Debug|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|x64.ActiveCfg = Debug|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|x64.Build.0 = Debug|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|x86.ActiveCfg = Debug|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Debug|x86.Build.0 = Debug|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|Any CPU.ActiveCfg = Release|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|Any CPU.Build.0 = Release|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|x64.ActiveCfg = Release|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|x64.Build.0 = Release|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|x86.ActiveCfg = Release|Any CPU
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -279,5 +307,7 @@ Global
{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}
{A4E754C7-C5FD-43A2-B345-34152D3A22D1} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
EndGlobalSection
EndGlobal
+2
View File
@@ -39,6 +39,7 @@
| `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.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 |
| `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` |
| `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) |
| `MrGameEng.Assets.Generator` | Roslyn incremental source generator: классы с типизированными хендлами ресурсов (отдельный анализатор netstandard2.0) |
@@ -72,6 +73,7 @@
```
MrGameEng.Host ─┐
MrGameEng.Audio ─┤
MrGameEng.Net ─┤
MrGameEng.Graphics ─┼──► MrGameEng.Core ──► Friflo.Engine.ECS
MrGameEng.Content ─┤
+60
View File
@@ -0,0 +1,60 @@
namespace MrGameEng.Formulas;
/// <summary>
/// A compiled arithmetic expression — the keystone of the data-driven gene system. A formula is
/// parsed once from a string in a def (e.g. a gene effect on a trait) into a delegate tree, then
/// evaluated many times against an <see cref="IFormulaContext"/> that supplies variable values
/// (gene values, environment readings, other traits). Evaluation is deterministic and
/// allocation-free; all the work happens in <see cref="Compile"/>.
///
/// <para>Grammar: numbers, variables, the constants <c>pi</c>/<c>tau</c>/<c>e</c>, operators
/// <c>+ - * / %</c>, comparisons <c>&lt; &gt; &lt;= &gt;= == !=</c>, logical <c>&amp;&amp; || !</c>,
/// the ternary <c>cond ? a : b</c>, and functions <c>abs sign floor ceil round sqrt exp log sin cos
/// tan min max pow clamp lerp step</c>. Comparisons and logical operators yield <c>1</c>/<c>0</c>.</para>
/// </summary>
public sealed class Formula
{
private static readonly IFormulaContext Empty = new EmptyContext();
private readonly Func<IFormulaContext, float> _root;
private Formula(string source, Func<IFormulaContext, float> root)
{
Source = source;
_root = root;
}
/// <summary>The original expression text this formula was compiled from.</summary>
public string Source { get; }
/// <summary>
/// Parses and compiles <paramref name="expression"/>. Throws <see cref="FormulaException"/> on any
/// lexical or syntactic error, with the offending position.
/// </summary>
public static Formula Compile(string expression)
{
ArgumentNullException.ThrowIfNull(expression);
var tokens = FormulaLexer.Tokenize(expression);
var root = new FormulaParser(tokens).ParseProgram();
return new Formula(expression, root);
}
/// <summary>Evaluates the formula, resolving variables through <paramref name="context"/>.</summary>
public float Evaluate(IFormulaContext context)
{
ArgumentNullException.ThrowIfNull(context);
return _root(context);
}
/// <summary>
/// Evaluates a formula that references no variables. Throws <see cref="FormulaException"/> if it
/// turns out to reference one.
/// </summary>
public float Evaluate() => _root(Empty);
private sealed class EmptyContext : IFormulaContext
{
public float Resolve(string name) =>
throw new FormulaException($"No context to resolve variable '{name}'.");
}
}
@@ -0,0 +1,28 @@
namespace MrGameEng.Formulas;
/// <summary>
/// Supplies variable values to a compiled <see cref="Formula"/>. A context maps a variable name
/// (a gene value, an environment reading, another trait…) to a number; the formula engine itself
/// is data-agnostic, so any consumer can back this with whatever lookup it owns.
/// </summary>
public interface IFormulaContext
{
/// <summary>
/// Returns the value bound to <paramref name="name"/>. Throw (e.g. <see cref="FormulaException"/>)
/// if the name is unknown — the engine does not invent a default.
/// </summary>
float Resolve(string name);
}
/// <summary>An <see cref="IFormulaContext"/> backed by a lookup delegate — handy for tests and ad-hoc use.</summary>
public sealed class DelegateFormulaContext : IFormulaContext
{
private readonly Func<string, float> _resolve;
/// <summary>Wraps <paramref name="resolve"/>; it is called once per variable reference per evaluation.</summary>
public DelegateFormulaContext(Func<string, float> resolve) =>
_resolve = resolve ?? throw new ArgumentNullException(nameof(resolve));
/// <inheritdoc />
public float Resolve(string name) => _resolve(name);
}
@@ -0,0 +1,12 @@
namespace MrGameEng.Formulas;
/// <summary>
/// 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.
/// </summary>
public sealed class FormulaException : Exception
{
/// <summary>Creates the exception with a human-readable <paramref name="message"/>.</summary>
public FormulaException(string message)
: base(message) { }
}
@@ -0,0 +1,90 @@
using Node = System.Func<MrGameEng.Formulas.IFormulaContext, float>;
namespace MrGameEng.Formulas;
/// <summary>
/// The built-in function set available inside formulas. Each entry validates its argument count at
/// 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.
/// </summary>
internal static class FormulaFunctions
{
public static Node Build(string name, List<Node> args)
{
switch (name)
{
case "abs":
return Unary(name, args, MathF.Abs);
case "sign":
return Unary(name, args, x => MathF.Sign(x));
case "floor":
return Unary(name, args, MathF.Floor);
case "ceil":
return Unary(name, args, MathF.Ceiling);
case "round":
return Unary(name, args, MathF.Round);
case "sqrt":
return Unary(name, args, MathF.Sqrt);
case "exp":
return Unary(name, args, MathF.Exp);
case "log":
return args.Count == 2
? Binary(name, args, MathF.Log)
: Unary(name, args, MathF.Log);
case "sin":
return Unary(name, args, MathF.Sin);
case "cos":
return Unary(name, args, MathF.Cos);
case "tan":
return Unary(name, args, MathF.Tan);
case "min":
return Binary(name, args, MathF.Min);
case "max":
return Binary(name, args, MathF.Max);
case "pow":
return Binary(name, args, MathF.Pow);
case "clamp":
return Ternary(name, args, (x, lo, hi) => Math.Clamp(x, lo, hi));
case "lerp":
return Ternary(name, args, (a, b, t) => a + (b - a) * t);
case "step":
return Binary(name, args, (edge, x) => x < edge ? 0f : 1f);
default:
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}."
);
}
}
}
+217
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@@ -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>&amp;&amp;</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}.");
}
}
}
+25
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@@ -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();
}
+18
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@@ -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>
+14
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@@ -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;
}
+141
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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();
}
}
}
+248
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@@ -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;
}
}
+279
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@@ -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();
}
}
}
}
+112
View File
@@ -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;
}
}