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6 Commits
Author SHA1 Message Date
Leonid PershinandClaude Opus 4.8 d044cafad9 Regex tooling: formula gene grouping, content patches, def validation
CI / build-test (push) Successful in 1m12s
Three regex-powered content tools (phase G5):

- Formula group functions gsum/gcount/gavg/gmin/gmax('regex') aggregate
  over every context variable whose name matches the pattern, e.g.
  gsum('leaf_.*'). Adds string literals to the formula grammar and an
  IFormulaContext.ResolveMatching hook; GenomeContext enumerates matching
  genes, so a trait can sum/average a gene group.
- DefDatabase content patches: a { "type": "Patch", patches:[{ defType,
  match (regex on defName), set:{fields} }] } file sets fields on every
  matching raw def before resolution — mods patch Core in bulk.
- DefDatabase.RegisterValidator(typeKey, field, regex): load-time check
  that a string field matches a pattern, throwing otherwise (naming/format
  conventions).

Covered by FormulaTests (group aggregation, composition, bad calls) and
DefDatabaseTests (patch set/match/unknown-type, validator pass/reject).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 03:59:36 +03:00
Leonid PershinandClaude Opus 4.8 ead22517ee Genetics: GenomeTemplate (per-organism gene allotment) + breed override
CI / build-test (push) Successful in 1m17s
Adds the species/organism layer on top of the gene foundation.
GenomeTemplate carries which GeneDefs an individual has plus the
per-organism base value and spread its alleles are drawn around (and an
optional discrete-variant override), so the same shared GeneDef expresses
different centres for different species — Generate() draws an individual,
Registry() feeds breeding and trait computation.

Genome.Breed gains an optional mutationChance that overrides every gene's
fixed MutationChance, so a caller can drive mutation from an evolvable
trait. Allele sampling (numeric spread+clamp, weighted discrete pick) is
factored into a shared GeneSampling used by both Generate paths.

Covered by GenomeTemplateTests (per-species centres, registry-driven
breeding, mutation override on/off).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 23:51:02 +03:00
Leonid PershinandClaude Opus 4.8 bc18db5df6 Add gene foundation: GeneDef, Genome, trait phenotype (Content)
CI / build-test (push) Successful in 1m17s
The organism-agnostic core of the gene system, built on the formula
engine. GeneDef is a def describing a gene's kind (numeric/discrete),
allele generation range/spread, mutation, variant distribution and its
effects on named traits as formulas. Genome is a managed, variable-
composition map (geneId -> Allele pair): generated from a gene set, bred
meiotically with per-gene mutation, expressed to a phenotype (numeric
mean / discrete lower-allele dominance); open composition allows hybrids.
Phenotype.Compute aggregates each gene's effect formulas into a trait
map (variable `value` = the gene's expressed phenotype, other gene ids
and an environment context resolve too), so systems read traits, never
genes.

Nothing here is species-specific. Def JSON now supports string-named
enums (JsonStringEnumConverter) so a gene's kind reads as "Discrete".
Covered by GeneticsTests (generation/expression/breeding/traits) and
GeneDefLoadTests (GeneDef through the real DefDatabase).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 23:43:01 +03:00
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
Leonid PershinandClaude Fable 5 2ac074004a Split the platform out of Core: new Host library + HeadlessHost
CI / build-test (push) Successful in 1m24s
Core now depends only on Friflo.Engine.ECS — no MonoGame, no platform.
The windowed MonoGame host moves to the new MrGameEng.Host library:
GameHost, GameHostOptions, visual scene transitions (OverlayTransition,
Transitions.Fade/Wipe, TransitionRenderer) and the Input feature
(namespace MrGameEng.Input is unchanged). Transition timing stays in
Core (SceneManager exposes ActiveTransition/TransitionCoverage/
TransitionPhase; the host draws the overlay). EngineContext loses its
GraphicsDevice property: hosts publish the device as a service and
graphics code reads it via context.GetGraphicsDevice() in Graphics.

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 23:04:34 +03:00
66 changed files with 4115 additions and 185 deletions
+26 -10
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@@ -27,13 +27,18 @@ is the living showcase — new engine features are demonstrated there.
Engine libraries (each feature is a namespaced subfolder of its host): Engine libraries (each feature is a namespaced subfolder of its host):
- **`Core`** — game loop, ECS world, scenes, time (`GameClock` with `TimeScale`; `GameSpeed` - **`Core`** — the platform-free kernel: ECS world, scenes and transition timing, time
for discrete pause/1×/3×/6× speed control over the clock, `context.UseGameSpeed(...)`; (`GameClock` with `TimeScale`; `GameSpeed` for discrete pause/1×/3×/6× speed control over
`Calendar` turning scaled time into in-game days, `context.UseCalendar(secondsPerDay)`; the clock, `context.UseGameSpeed(...)`; `Calendar` turning scaled time into in-game days,
`Climate` — continuous seasonal/daily temperature and season over the calendar, `context.UseCalendar(secondsPerDay)`; `Climate` — continuous seasonal/daily temperature
`context.UseClimate(settings)`), and season over the calendar, `context.UseClimate(settings)`), services, logging, and
plus **Input** (`MrGameEng.Input`: `InputManager`, `ActionMap`, `InputSystem`, in **`HeadlessHost`** — a fixed-timestep loop without a window or GPU (dedicated servers,
`Core/Input/`). Depends only on MonoGame and Friflo.Engine.ECS. batch simulation, tests). Depends only on Friflo.Engine.ECS — no MonoGame, no platform.
- **`Host`** — the windowed MonoGame host: `GameHost` (wraps `Game`, owns the window and
`GraphicsDeviceManager`, publishes `GraphicsDevice` as a service), visual scene
transitions (`OverlayTransition`, `Transitions.Fade/Wipe`, `TransitionRenderer`), plus
**Input** (`MrGameEng.Input`: `InputManager`, `ActionMap`, `InputSystem`, in
`Host/Input/`). Nothing depends on `Host` except the game itself. → `Core`.
- **`Graphics`** — custom batched renderer, camera, sprites, plus **Tilemaps** - **`Graphics`** — custom batched renderer, camera, sprites, plus **Tilemaps**
(`MrGameEng.Tilemaps`: code-built tile grids rendered through the batcher, (`MrGameEng.Tilemaps`: code-built tile grids rendered through the batcher,
`scene.UseTilemaps()` after `UseRenderer2D()`, in `Graphics/Tilemaps/`) and **Lighting** `scene.UseTilemaps()` after `UseRenderer2D()`, in `Graphics/Tilemaps/`) and **Lighting**
@@ -59,6 +64,13 @@ Engine libraries (each feature is a namespaced subfolder of its host):
**Collisions** (`MrGameEng.Collisions`: `Collider` component, spatial hash rebuilt per **Collisions** (`MrGameEng.Collisions`: `Collider` component, spatial hash rebuilt per
tick, pairs/queries/raycast, `scene.UseCollisions()` after movement systems). tick, pairs/queries/raycast, `scene.UseCollisions()` after movement systems).
`Core`, `Graphics` (Collisions needs `Transform2D`, `RectF`). `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()`), - **`UI`** — Myra integration (`scene.UseUI()` after `UseRenderer2D()`),
**DevConsole** (`MrGameEng.DevConsole`: in-game console capturing `Core.Log`, **DevConsole** (`MrGameEng.DevConsole`: in-game console capturing `Core.Log`,
`scene.UseDevConsole()` last in OnLoad) and **Inspector** (`MrGameEng.Inspector`: a `scene.UseDevConsole()` last in OnLoad) and **Inspector** (`MrGameEng.Inspector`: a
@@ -70,9 +82,13 @@ Engine libraries (each feature is a namespaced subfolder of its host):
netstandard2.0 analyzer. netstandard2.0 analyzer.
Dependency rule: a library may depend only on `Core` and `Graphics`; `Core` depends only Dependency rule: a library may depend only on `Core` and `Graphics`; `Core` depends only
on MonoGame and Friflo.Engine.ECS. Features grouped into one library share its package on Friflo.Engine.ECS (no MonoGame — the simulation must run headless). MonoGame is pulled
set (e.g. `Content` carries both FontStash and StbImage) — keep optional/heavy deps in by the platform/graphics libraries (`Host`, `Graphics`, `Audio`). Platform resources
(Myra, NVorbis) in their own library so the rest of the engine stays free of them. (e.g. `GraphicsDevice`) are published by hosts as services in `EngineContext.Services`;
graphics code reaches the device via `context.GetGraphicsDevice()` (extension in
`Graphics`). Features grouped into one library share its package set (e.g. `Content`
carries both FontStash and StbImage) — keep optional/heavy deps (Myra, NVorbis) in their
own library so the rest of the engine stays free of them.
## Commands ## Commands
-2
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@@ -1,5 +1,4 @@
<Project> <Project>
<PropertyGroup> <PropertyGroup>
<LangVersion>latest</LangVersion> <LangVersion>latest</LangVersion>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
@@ -13,5 +12,4 @@
<PropertyGroup Condition="$(MSBuildProjectName.StartsWith('MrGameEng.')) AND !$(MSBuildProjectName.EndsWith('.Tests')) AND !$(MSBuildProjectName.EndsWith('.Generator')) AND !$(MSBuildProjectName.EndsWith('.Sample'))"> <PropertyGroup Condition="$(MSBuildProjectName.StartsWith('MrGameEng.')) AND !$(MSBuildProjectName.EndsWith('.Tests')) AND !$(MSBuildProjectName.EndsWith('.Generator')) AND !$(MSBuildProjectName.EndsWith('.Sample'))">
<GenerateDocumentationFile>true</GenerateDocumentationFile> <GenerateDocumentationFile>true</GenerateDocumentationFile>
</PropertyGroup> </PropertyGroup>
</Project> </Project>
+60
View File
@@ -39,6 +39,14 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.UI.Tests", "tests
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Audio.Tests", "tests\MrGameEng.Audio.Tests\MrGameEng.Audio.Tests.csproj", "{4407F6E6-0B65-41A3-ADFA-B78684A9B918}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Audio.Tests", "tests\MrGameEng.Audio.Tests\MrGameEng.Audio.Tests.csproj", "{4407F6E6-0B65-41A3-ADFA-B78684A9B918}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host", "src\MrGameEng.Host\MrGameEng.Host.csproj", "{59818072-0D2B-4007-A50F-1343FA189EC6}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MrGameEng.Host.Tests", "tests\MrGameEng.Host.Tests\MrGameEng.Host.Tests.csproj", "{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}"
EndProject
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 Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
@@ -229,6 +237,54 @@ Global
{4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x64.Build.0 = Release|Any CPU {4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x64.Build.0 = Release|Any CPU
{4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x86.ActiveCfg = Release|Any CPU {4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x86.ActiveCfg = Release|Any CPU
{4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x86.Build.0 = Release|Any CPU {4407F6E6-0B65-41A3-ADFA-B78684A9B918}.Release|x86.Build.0 = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x64.ActiveCfg = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x64.Build.0 = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x86.ActiveCfg = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Debug|x86.Build.0 = Debug|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|Any CPU.ActiveCfg = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|Any CPU.Build.0 = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x64.ActiveCfg = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x64.Build.0 = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x86.ActiveCfg = Release|Any CPU
{59818072-0D2B-4007-A50F-1343FA189EC6}.Release|x86.Build.0 = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|Any CPU.Build.0 = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x64.ActiveCfg = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x64.Build.0 = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x86.ActiveCfg = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Debug|x86.Build.0 = Debug|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|Any CPU.ActiveCfg = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|Any CPU.Build.0 = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x64.ActiveCfg = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x64.Build.0 = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x86.ActiveCfg = Release|Any CPU
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2}.Release|x86.Build.0 = Release|Any CPU
{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 EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
@@ -249,5 +305,9 @@ Global
{C34F2AFF-F2B0-4AC4-A6F9-B114A06FB272} = {0AB3BF05-4346-4AA6-1389-037BE0695223} {C34F2AFF-F2B0-4AC4-A6F9-B114A06FB272} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{7F7D9641-2409-40CB-88A9-56BCE8C90A45} = {0AB3BF05-4346-4AA6-1389-037BE0695223} {7F7D9641-2409-40CB-88A9-56BCE8C90A45} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{4407F6E6-0B65-41A3-ADFA-B78684A9B918} = {0AB3BF05-4346-4AA6-1389-037BE0695223} {4407F6E6-0B65-41A3-ADFA-B78684A9B918} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{59818072-0D2B-4007-A50F-1343FA189EC6} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{B3EB5318-5EC0-4F23-8ECA-0EC5A0C4DFD2} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
{A4E754C7-C5FD-43A2-B345-34152D3A22D1} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B}
{434C24AC-08C6-483E-A2DE-6DBC8A4DE791} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
EndGlobalSection EndGlobalSection
EndGlobal EndGlobal
+27 -13
View File
@@ -33,11 +33,13 @@
| Библиотека (сборка) | Фичи (неймспейсы) и ответственность | | Библиотека (сборка) | Фичи (неймспейсы) и ответственность |
|------------------------------|------------------------------------------------------------| |------------------------------|------------------------------------------------------------|
| `MrGameEng.Core` | Игровой цикл (хост над `Game`), `EntityStore`, `SystemRoot`, сцены, время (`GameClock.TimeScale`; `GameSpeed` — дискретная скорость пауза/1×/3×/6× поверх часов; `Calendar` — игровые дни поверх масштабированного времени, `context.UseCalendar(...)`; `Climate` — непрерывная сезонная/суточная температура и сезон поверх календаря, `context.UseClimate(...)`), жизненный цикл. **Input** (`MrGameEng.Input`, `Core/Input/`): клавиатура, мышь, геймпад, action maps | | `MrGameEng.Core` | Платформо-независимое ядро (зависит только от Friflo): `EngineContext`, `EntityStore`, `SystemRoot`, сцены и переходы (тайминг — `Transition`, `SceneManager`; визуал переходов — в `Host`), время (`GameClock.TimeScale`; `GameSpeed` — дискретная скорость пауза/1×/3×/6× поверх часов; `Calendar` — игровые дни поверх масштабированного времени, `context.UseCalendar(...)`; `Climate` — непрерывная сезонная/суточная температура и сезон поверх календаря, `context.UseClimate(...)`), жизненный цикл, `ServiceRegistry`, `Log`. **`HeadlessHost`** — цикл без окна и GPU на фиксированном тике (`Tick`/`RunTicks`/`Run` с realtime-пейсингом): дедикейтед-серверы, батч-симуляция, тесты |
| `MrGameEng.Host` | Оконный MonoGame-хост: `GameHost` (обёртка над `Game` — цикл, окно, `GraphicsDeviceManager`; публикует `GraphicsDevice` сервисом в контексте), визуальные переходы сцен (`OverlayTransition`, фабрики `Transitions.Fade/Wipe`, `TransitionRenderer`). **Input** (`MrGameEng.Input`, `Host/Input/`): клавиатура, мышь, геймпад, action maps |
| `MrGameEng.Graphics` | Собственный батчер-рендерер (см. «Рендеринг»), камера, спрайты, анимации, слои. **Tilemaps** (`MrGameEng.Tilemaps`, `Graphics/Tilemaps/`): тайловые карты кодом — `TileGrid` + `TileSet` + компонент `Tilemap`, отрисовка видимых клеток через батчер. **Lighting** (`MrGameEng.Lighting`, `Graphics/Lighting/`): амбиент день/ночь поверх `Calendar``Renderer2D.AmbientLight`, `scene.UseDayNight(renderer)`; по-клеточный лайтмап — `LightmapBuilder` (амбиент × окклюзия + точечные `PointLight` с трассировкой теней), накладывается multiply поверх мира через `scene.UseLighting(...)`, сэмплируется `Lighting.SampleAt` | | `MrGameEng.Graphics` | Собственный батчер-рендерер (см. «Рендеринг»), камера, спрайты, анимации, слои. **Tilemaps** (`MrGameEng.Tilemaps`, `Graphics/Tilemaps/`): тайловые карты кодом — `TileGrid` + `TileSet` + компонент `Tilemap`, отрисовка видимых клеток через батчер. **Lighting** (`MrGameEng.Lighting`, `Graphics/Lighting/`): амбиент день/ночь поверх `Calendar``Renderer2D.AmbientLight`, `scene.UseDayNight(renderer)`; по-клеточный лайтмап — `LightmapBuilder` (амбиент × окклюзия + точечные `PointLight` с трассировкой теней), накладывается multiply поверх мира через `scene.UseLighting(...)`, сэмплируется `Lighting.SampleAt` |
| `MrGameEng.Audio` | Звуковые эффекты и музыка (NVorbis); `AudioManager` с `SoundVolume`/`MasterVolume` (одна ручка на эффекты и музыку) | | `MrGameEng.Audio` | Звуковые эффекты и музыка (NVorbis); `AudioManager` с `SoundVolume`/`MasterVolume` (одна ручка на эффекты и музыку) |
| `MrGameEng.Content` | Пайплайн контента. **Assets** (`MrGameEng.Assets`): runtime-загрузка без Content Pipeline, кэш, `AssetRef<T>`. **Atlases** (`MrGameEng.Atlases`): текстурные атласы — сборка из дерева картинок (`AtlasBuilder`) и рантайм-загрузка (`TextureAtlas`), CLI `tools/MrGameEng.AtlasTool`. **Mods** (`MrGameEng.Mods`): система модов — порядок загрузки, JSON-дефы, локализация, слияние деревьев контента | | `MrGameEng.Content` | Пайплайн контента. **Assets** (`MrGameEng.Assets`): runtime-загрузка без Content Pipeline, кэш, `AssetRef<T>`. **Atlases** (`MrGameEng.Atlases`): текстурные атласы — сборка из дерева картинок (`AtlasBuilder`) и рантайм-загрузка (`TextureAtlas`), CLI `tools/MrGameEng.AtlasTool`. **Mods** (`MrGameEng.Mods`): система модов — порядок загрузки, JSON-дефы, локализация, слияние деревьев контента |
| `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.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.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) | | `MrGameEng.Assets.Generator` | Roslyn incremental source generator: классы с типизированными хендлами ресурсов (отдельный анализатор netstandard2.0) |
@@ -69,19 +71,28 @@
### Правило зависимостей ### Правило зависимостей
``` ```
MrGameEng.Audio ─┐ MrGameEng.Host ─┐
MrGameEng.Graphics ─┼──► MrGameEng.Core ──► MonoGame.Framework.DesktopGL MrGameEng.Audio ─┤
│ └──► Friflo.Engine.ECS MrGameEng.Net ─┤
MrGameEng.Graphics ─┼──► MrGameEng.Core ──► Friflo.Engine.ECS
MrGameEng.Content ─┤ MrGameEng.Content ─┤
MrGameEng.Simulation ─┤ (Content — за Texture2DRegion, MrGameEng.Simulation ─┤ (Content — за Texture2DRegion,
MrGameEng.UI ─┴──► MrGameEng.Graphics Simulation/UI — за Transform2D/рендер) MrGameEng.UI ─┴──► MrGameEng.Graphics Simulation/UI — за Transform2D/рендер)
``` ```
Библиотека зависит **только от `Core` и `Graphics`**. `Core` зависит только от MonoGame Библиотека зависит **только от `Core` и `Graphics`**. `Core` зависит только от Friflo —
и Friflo. Если двум библиотекам нужен общий тип — он переезжает в `Core` (или, если это ни MonoGame, ни другой платформы: благодаря этому симуляция запускается и без окна
графический тип, в `Graphics`). `Content` тянет `Graphics` (атласы выдают (`HeadlessHost`). MonoGame (`MonoGame.Framework.DesktopGL`) тянут платформенные и
`Texture2DRegion`); `Simulation` тянет `Graphics` (`Collisions` использует `Transform2D`, графические библиотеки: `Host`, `Graphics`, `Audio` (и транзитивно их потребители).
`RectF`); `UI` — только `Core` (Myra рисует своим SpriteBatch). Платформенные ресурсы (например `GraphicsDevice`) хосты публикуют сервисами в
`EngineContext.Services`; графический код достаёт девайс через
`context.GetGraphicsDevice()` (расширение в `Graphics`). На `Host` не зависит никто,
кроме самой игры — это точка входа оконной платформы. Если двум библиотекам нужен общий
тип — он переезжает в `Core` (или, если это графический тип, в `Graphics`). `Content`
тянет `Graphics` (атласы выдают `Texture2DRegion`); `Simulation` тянет `Graphics`
(`Collisions` использует `Transform2D`, `RectF`); `UI` — только `Core` (Myra рисует
своим SpriteBatch).
Фичи, собранные в одну библиотеку, делят её набор пакетов (например, `Content` несёт и Фичи, собранные в одну библиотеку, делят её набор пакетов (например, `Content` несёт и
FontStash, и StbImage). Тяжёлые/опциональные зависимости (Myra, NVorbis) держим в FontStash, и StbImage). Тяжёлые/опциональные зависимости (Myra, NVorbis) держим в
@@ -345,12 +356,15 @@ CLI-обёртка: `dotnet run --project tools/MrGameEng.AtlasTool -- <исто
- `SceneManager` владеет активной сценой; обычное переключение откладывается до начала - `SceneManager` владеет активной сценой; обычное переключение откладывается до начала
следующего кадра (сцена никогда не выгружается посреди собственного кадра). следующего кадра (сцена никогда не выгружается посреди собственного кадра).
- `Scenes.Switch(scene, Transition.Fade(0.5f))` — переключение с визуальным переходом: - `Scenes.Switch(scene, Transitions.Fade(0.5f))` — переключение с визуальным переходом:
фаза закрытия (старая сцена живёт) → своп при полном покрытии → фаза открытия. фаза закрытия (старая сцена живёт) → своп при полном покрытии → фаза открытия.
Тяжёлый `OnLoad` новой сцены скрыт за полностью закрытым экраном. Тяжёлый `OnLoad` новой сцены скрыт за полностью закрытым экраном.
- Встроенные переходы: `Transition.Fade(duration, color)` и `Transition.Wipe(duration, color)` - Тайминг-машина (`Transition` — длительности фаз, покрытие) живёт в `Core` и работает
(шторка). Свои — наследованием от `Transition` (рисование через `TransitionRenderer.Fill` и в headless-контексте; визуал — в `Host`: встроенные `Transitions.Fade(duration, color)`
в нормализованных координатах экрана). и `Transitions.Wipe(duration, color)` (шторка). Свои — наследованием от
`OverlayTransition` (рисование через `TransitionRenderer.Fill` в нормализованных
координатах экрана); `GameHost` рисует оверлей поверх сцены, читая
`Scenes.ActiveTransition`/`TransitionCoverage`/`TransitionPhase`.
- Переходы идут по **unscaled**-времени: работают при паузе геймплея (`TimeScale = 0`). - Переходы идут по **unscaled**-времени: работают при паузе геймплея (`TimeScale = 0`).
- Повторный `Switch` во время перехода заменяет целевую сцену, не перезапуская переход. - Повторный `Switch` во время перехода заменяет целевую сцену, не перезапуская переход.
@@ -4,6 +4,7 @@
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" />
<PackageReference Include="NVorbis" /> <PackageReference Include="NVorbis" />
</ItemGroup> </ItemGroup>
+3 -2
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@@ -2,6 +2,7 @@ using FontStashSharp;
using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core; using MrGameEng.Core;
using MrGameEng.Graphics;
namespace MrGameEng.Assets; namespace MrGameEng.Assets;
@@ -103,7 +104,7 @@ public sealed class AssetManager : IDisposable
{ {
using var stream = File.OpenRead(path); using var stream = File.OpenRead(path);
return Texture2D.FromStream( return Texture2D.FromStream(
context.GraphicsDevice, context.GetGraphicsDevice(),
stream, stream,
DefaultColorProcessors.PremultiplyAlpha DefaultColorProcessors.PremultiplyAlpha
); );
@@ -123,7 +124,7 @@ public sealed class AssetManager : IDisposable
} }
private static Effect LoadEffect(EngineContext context, string path) => private static Effect LoadEffect(EngineContext context, string path) =>
new(context.GraphicsDevice, File.ReadAllBytes(path)); new(context.GetGraphicsDevice(), File.ReadAllBytes(path));
} }
/// <summary>Wires the assets module into the engine.</summary> /// <summary>Wires the assets module into the engine.</summary>
@@ -1,5 +1,6 @@
using MrGameEng.Assets; using MrGameEng.Assets;
using MrGameEng.Core; using MrGameEng.Core;
using MrGameEng.Graphics;
namespace MrGameEng.Atlases; namespace MrGameEng.Atlases;
@@ -14,6 +15,6 @@ public static class AtlasesEngineExtensions
public static void UseTextureAtlases(this EngineContext context) public static void UseTextureAtlases(this EngineContext context)
{ {
var assets = context.Services.Get<AssetManager>(); var assets = context.Services.Get<AssetManager>();
assets.RegisterLoader((_, path) => TextureAtlas.Load(context.GraphicsDevice, path)); assets.RegisterLoader((_, path) => TextureAtlas.Load(context.GetGraphicsDevice(), path));
} }
} }
+16
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@@ -0,0 +1,16 @@
namespace MrGameEng.Genetics;
/// <summary>
/// A diploid gene slot: the two allele values an individual carries for one gene. Stored as floats
/// for both gene kinds — a <see cref="GeneKind.Discrete"/> gene simply holds integral variant
/// indices. How the pair becomes a single phenotype value is decided by the gene's
/// <see cref="GeneKind"/> (see <see cref="Genome.Express"/>).
/// </summary>
public readonly record struct Allele(float A, float B)
{
/// <summary>The average of the two alleles — the phenotype of a numeric gene.</summary>
public float Mean => (A + B) * 0.5f;
/// <summary>The lower (dominant) of the two alleles — the phenotype of a discrete gene.</summary>
public float Dominant => MathF.Min(A, B);
}
+97
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@@ -0,0 +1,97 @@
using System.Text.Json.Serialization;
using MrGameEng.Formulas;
using MrGameEng.Mods;
namespace MrGameEng.Genetics;
/// <summary>How a gene's two alleles are stored and expressed into a phenotype value.</summary>
public enum GeneKind
{
/// <summary>A continuous value; the phenotype is the average of the two alleles (hybrid blending).</summary>
Numeric,
/// <summary>
/// A discrete allele index in <c>[0, Variants)</c>; the lower index is dominant, so the
/// phenotype is <c>min(a, b)</c> — a higher (recessive) variant shows only when homozygous.
/// A two-variant discrete gene is effectively a flag.
/// </summary>
Discrete,
}
/// <summary>
/// An organism-agnostic gene definition — the unit the whole gene system is built from. A
/// <see cref="GeneDef"/> describes how to generate an individual's two alleles, how they mutate
/// when bred, and how the gene <see cref="Effects"/> contribute to named phenotype traits via
/// <see cref="Formula"/> expressions. Nothing here is plant-, animal- or human-specific, so the
/// same machinery drives any organism and arbitrary hybrids (a genome can carry any mix of genes).
/// </summary>
public sealed class GeneDef : Def
{
/// <summary>Whether the gene is continuous or a discrete dominant/recessive allele.</summary>
public GeneKind Kind { get; init; } = GeneKind.Numeric;
/// <summary>Numeric: the central value an allele is generated around.</summary>
public float Default { get; init; }
/// <summary>Numeric: lower clamp for generated and mutated allele values.</summary>
public float Min { get; init; } = float.NegativeInfinity;
/// <summary>Numeric: upper clamp for generated and mutated allele values.</summary>
public float Max { get; init; } = float.PositiveInfinity;
/// <summary>Numeric: relative spread of generated alleles around <see cref="Default"/> (allele = Default ± Spread·|Default|).</summary>
public float Spread { get; init; }
/// <summary>Numeric: relative magnitude of a mutation step (value ± Magnitude·|value|).</summary>
public float MutationMagnitude { get; init; } = 0.1f;
/// <summary>Discrete: number of allele variants, valued <c>0..Variants-1</c>.</summary>
public int Variants { get; init; } = 2;
/// <summary>
/// Discrete: relative weights for generating each variant (length <see cref="Variants"/>).
/// Empty means a uniform distribution.
/// </summary>
public float[] VariantWeights { get; init; } = [];
/// <summary>Probability, per allele, that a mutation occurs when this gene is passed to a child.</summary>
public float MutationChance { get; init; }
/// <summary>
/// The gene's contributions to phenotype traits: trait name → formula. Each formula may use the
/// variable <c>value</c> (this gene's expressed phenotype), any other gene's id (its expressed
/// value) and any environment variable the caller supplies. Contributions to the same trait
/// across genes are summed.
/// </summary>
public Dictionary<string, string> Effects { get; init; } = new();
/// <summary>Free-form category tags for grouping genes (used by formula grouping and content tooling).</summary>
public string[] Tags { get; init; } = [];
private IReadOnlyDictionary<string, Formula>? _compiled;
/// <summary>The <see cref="Effects"/> compiled once into evaluable formulas (lazy, cached).</summary>
[JsonIgnore]
public IReadOnlyDictionary<string, Formula> CompiledEffects => _compiled ??= CompileEffects();
private Dictionary<string, Formula> CompileEffects()
{
var compiled = new Dictionary<string, Formula>(StringComparer.Ordinal);
foreach (var (trait, expression) in Effects)
{
try
{
compiled[trait] = Formula.Compile(expression);
}
catch (FormulaException error)
{
throw new InvalidDataException(
$"Gene '{DefName}' effect on trait '{trait}' has an invalid formula "
+ $"\"{expression}\": {error.Message}"
);
}
}
return compiled;
}
}
@@ -0,0 +1,56 @@
namespace MrGameEng.Genetics;
/// <summary>
/// Shared, deterministic allele sampling used by both <see cref="Genome.Generate"/> (gene defaults)
/// and <see cref="GenomeTemplate"/> (per-individual base overrides). Centralizes the numeric
/// spread+clamp and the weighted discrete pick so the two paths stay consistent.
/// </summary>
internal static class GeneSampling
{
/// <summary>A numeric allele drawn as <c>baseValue ± spread·|baseValue|</c>, clamped to the gene's range.</summary>
public static float Numeric(GeneDef gene, float baseValue, float spread, Random random)
{
var value = baseValue + (random.NextSingle() * 2f - 1f) * spread * MathF.Abs(baseValue);
return Math.Clamp(value, gene.Min, gene.Max);
}
/// <summary>
/// A discrete variant index in <c>[0, Variants)</c>, picked from <paramref name="weights"/> when
/// they match the variant count, otherwise the gene's own weights, otherwise uniformly.
/// </summary>
public static float Variant(GeneDef gene, float[]? weights, Random random)
{
var variants = Math.Max(1, gene.Variants);
var w =
weights is { Length: > 0 } && weights.Length == variants
? weights
: gene.VariantWeights;
if (w.Length != variants)
{
return random.Next(variants);
}
var total = 0f;
foreach (var value in w)
{
total += MathF.Max(0f, value);
}
if (total <= 0f)
{
return random.Next(variants);
}
var roll = random.NextSingle() * total;
for (var i = 0; i < variants; i++)
{
roll -= MathF.Max(0f, w[i]);
if (roll < 0f)
{
return i;
}
}
return variants - 1;
}
}
+156
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@@ -0,0 +1,156 @@
namespace MrGameEng.Genetics;
/// <summary>
/// An individual's managed genome: a variable-composition map from gene id to the
/// <see cref="Allele"/> pair it carries. Because composition is open, two organisms need not share
/// the same gene set and a genome can gain "foreign" genes — the basis for arbitrary hybrids. The
/// genome is generated from a set of <see cref="GeneDef"/>s, bred meiotically with mutation, and
/// expressed into phenotype values; all randomness flows through a caller-owned seeded
/// <see cref="Random"/> so the simulation stays deterministic.
/// </summary>
public sealed class Genome
{
private readonly Dictionary<string, Allele> _alleles;
/// <summary>Creates an empty genome.</summary>
public Genome() => _alleles = new Dictionary<string, Allele>(StringComparer.Ordinal);
/// <summary>Creates a genome from an existing allele map (copied).</summary>
public Genome(IReadOnlyDictionary<string, Allele> alleles) =>
_alleles = new Dictionary<string, Allele>(alleles, StringComparer.Ordinal);
/// <summary>The carried genes and their allele pairs.</summary>
public IReadOnlyDictionary<string, Allele> Alleles => _alleles;
/// <summary>Whether the genome carries the gene <paramref name="geneId"/>.</summary>
public bool Has(string geneId) => _alleles.ContainsKey(geneId);
/// <summary>Gets or sets the allele pair for <paramref name="geneId"/>.</summary>
public Allele this[string geneId]
{
get => _alleles[geneId];
set => _alleles[geneId] = value;
}
/// <summary>Removes a gene from the genome; returns whether it was present.</summary>
public bool Remove(string geneId) => _alleles.Remove(geneId);
/// <summary>
/// Expresses the gene's phenotype value: the mean of the alleles for a numeric gene, the
/// dominant (lower) allele for a discrete one. Throws if the genome does not carry the gene.
/// </summary>
public float Express(GeneDef gene)
{
if (!_alleles.TryGetValue(gene.DefName, out var allele))
{
throw new KeyNotFoundException($"Genome does not carry gene '{gene.DefName}'.");
}
return gene.Kind == GeneKind.Numeric ? allele.Mean : allele.Dominant;
}
/// <summary>Builds the allele map for serialization (a copy).</summary>
public Dictionary<string, Allele> ToDictionary() => new(_alleles, StringComparer.Ordinal);
/// <summary>
/// Generates a fresh genome carrying every gene in <paramref name="genes"/>, each allele drawn
/// independently around the gene's default with its spread (numeric) or from its variant
/// distribution (discrete).
/// </summary>
public static Genome Generate(IEnumerable<GeneDef> genes, Random random)
{
var genome = new Genome();
foreach (var gene in genes)
{
genome._alleles[gene.DefName] = new Allele(
GenerateAllele(gene, random),
GenerateAllele(gene, random)
);
}
return genome;
}
/// <summary>
/// Breeds a child genome from two parents (meiosis): the child carries every gene either parent
/// has. For a gene both carry, one allele is drawn from each parent; for a gene only one parent
/// carries, it is inherited (from that parent, on both sides) with 50% probability. Every
/// inherited allele may then mutate per its <see cref="GeneDef"/>. <paramref name="registry"/>
/// supplies the def for each gene id; genes absent from it are skipped.
/// <paramref name="mutationChance"/>, when given, overrides every gene's
/// <see cref="GeneDef.MutationChance"/> — letting the caller drive mutation from an evolvable
/// trait rather than a fixed per-gene constant.
/// </summary>
public static Genome Breed(
Genome a,
Genome b,
IReadOnlyDictionary<string, GeneDef> registry,
Random random,
float? mutationChance = null
)
{
var child = new Genome();
foreach (var geneId in UnionKeys(a, b))
{
if (!registry.TryGetValue(geneId, out var gene))
{
continue;
}
var chance = mutationChance ?? gene.MutationChance;
var inA = a.Has(geneId);
var inB = b.Has(geneId);
if (inA && inB)
{
child._alleles[geneId] = new Allele(
Meiosis(gene, a[geneId], chance, random),
Meiosis(gene, b[geneId], chance, random)
);
}
else if (random.NextSingle() < 0.5f)
{
var parent = inA ? a : b;
child._alleles[geneId] = new Allele(
Meiosis(gene, parent[geneId], chance, random),
Meiosis(gene, parent[geneId], chance, random)
);
}
}
return child;
}
// One inherited allele: pick one of the parent slot's two alleles, then maybe mutate it.
private static float Meiosis(GeneDef gene, Allele parent, float mutationChance, Random random)
{
var inherited = random.NextSingle() < 0.5f ? parent.A : parent.B;
if (random.NextSingle() >= mutationChance)
{
return inherited;
}
if (gene.Kind == GeneKind.Discrete)
{
return GeneSampling.Variant(gene, null, random);
}
var shifted =
inherited
+ (random.NextSingle() * 2f - 1f) * gene.MutationMagnitude * MathF.Abs(inherited);
return Math.Clamp(shifted, gene.Min, gene.Max);
}
private static float GenerateAllele(GeneDef gene, Random random) =>
gene.Kind == GeneKind.Discrete
? GeneSampling.Variant(gene, null, random)
: GeneSampling.Numeric(gene, gene.Default, gene.Spread, random);
// Deterministic union of both parents' gene ids (ordered) so breeding is reproducible.
private static IEnumerable<string> UnionKeys(Genome a, Genome b)
{
var keys = new SortedSet<string>(StringComparer.Ordinal);
keys.UnionWith(a._alleles.Keys);
keys.UnionWith(b._alleles.Keys);
return keys;
}
}
@@ -0,0 +1,61 @@
namespace MrGameEng.Genetics;
/// <summary>
/// A species' (or any organism kind's) gene allotment: which <see cref="GeneDef"/>s an individual
/// carries and the per-organism base values its alleles are generated around. The same
/// <see cref="GeneDef"/> (e.g. "optimal light") is shared by every species, while the template
/// supplies the species-specific centre and spread — so an oak and grass differ in values, not in
/// machinery. <see cref="Generate"/> draws a fresh individual; <see cref="Registry"/> feeds breeding
/// and trait computation.
/// </summary>
public sealed class GenomeTemplate
{
/// <summary>
/// One gene in the allotment. <paramref name="Base"/>/<paramref name="Spread"/> centre a numeric
/// gene's alleles; <paramref name="VariantWeights"/> (optional) override a discrete gene's
/// variant distribution for this organism.
/// </summary>
public readonly record struct Entry(
GeneDef Gene,
float Base,
float Spread,
float[]? VariantWeights = null
);
private readonly List<Entry> _entries;
private readonly Dictionary<string, GeneDef> _registry;
/// <summary>Builds a template from its gene entries.</summary>
public GenomeTemplate(IEnumerable<Entry> entries)
{
_entries = entries.ToList();
_registry = new Dictionary<string, GeneDef>(StringComparer.Ordinal);
foreach (var entry in _entries)
{
_registry[entry.Gene.DefName] = entry.Gene;
}
}
/// <summary>The gene entries that make up the allotment.</summary>
public IReadOnlyList<Entry> Entries => _entries;
/// <summary>Gene id → def for every carried gene; pass to <see cref="Genome.Breed"/> and <see cref="Phenotype.Compute"/>.</summary>
public IReadOnlyDictionary<string, GeneDef> Registry => _registry;
/// <summary>Generates a fresh individual: two alleles per gene drawn around each entry's base/variant.</summary>
public Genome Generate(Random random)
{
var genome = new Genome();
foreach (var entry in _entries)
{
genome[entry.Gene.DefName] = new Allele(Draw(entry, random), Draw(entry, random));
}
return genome;
}
private static float Draw(Entry entry, Random random) =>
entry.Gene.Kind == GeneKind.Discrete
? GeneSampling.Variant(entry.Gene, entry.VariantWeights, random)
: GeneSampling.Numeric(entry.Gene, entry.Base, entry.Spread, random);
}
@@ -0,0 +1,87 @@
using MrGameEng.Formulas;
namespace MrGameEng.Genetics;
/// <summary>
/// Computes the trait layer — the phenotype the simulation actually reads — from a
/// <see cref="Genome"/>. Each gene's <see cref="GeneDef.Effects"/> formulas are evaluated and their
/// results summed per trait name, so systems never touch genes directly: one fruiting system reads
/// a <c>fruitYield</c> trait whether it comes from a tree or a human carrying a "fruit" gene.
/// Formulas see the variable <c>value</c> (the contributing gene's expressed phenotype), any other
/// carried gene's id, and whatever environment variables the caller supplies.
/// </summary>
public static class Phenotype
{
/// <summary>
/// Evaluates every carried gene's effects against the genome and an optional
/// <paramref name="environment"/>, summing contributions into a trait map. Genes missing from
/// <paramref name="registry"/> are skipped.
/// </summary>
public static Dictionary<string, float> Compute(
Genome genome,
IReadOnlyDictionary<string, GeneDef> registry,
IFormulaContext? environment = null
)
{
var traits = new Dictionary<string, float>(StringComparer.Ordinal);
var context = new GenomeContext(genome, registry, environment);
foreach (var geneId in genome.Alleles.Keys)
{
if (!registry.TryGetValue(geneId, out var gene) || gene.CompiledEffects.Count == 0)
{
continue;
}
context.Self = genome.Express(gene);
foreach (var (trait, formula) in gene.CompiledEffects)
{
traits[trait] = traits.GetValueOrDefault(trait) + formula.Evaluate(context);
}
}
return traits;
}
// Resolves formula variables for a gene effect: 'value' is the current gene's phenotype, any
// carried gene's id resolves to its phenotype, anything else falls through to the environment.
private sealed class GenomeContext(
Genome genome,
IReadOnlyDictionary<string, GeneDef> registry,
IFormulaContext? environment
) : IFormulaContext
{
public float Self;
public float Resolve(string name)
{
if (name == "value")
{
return Self;
}
if (genome.Has(name) && registry.TryGetValue(name, out var gene))
{
return genome.Express(gene);
}
if (environment is not null)
{
return environment.Resolve(name);
}
throw new FormulaException($"Unknown variable '{name}' while computing traits.");
}
// Группировка генов в формулах: значения всех генов, чьи id подходят под шаблон (gsum/gavg/…).
public IEnumerable<float> ResolveMatching(Func<string, bool> matches)
{
foreach (var geneId in genome.Alleles.Keys)
{
if (matches(geneId) && registry.TryGetValue(geneId, out var gene))
{
yield return genome.Express(gene);
}
}
}
}
}
+156 -1
View File
@@ -1,5 +1,6 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Nodes; using System.Text.Json.Nodes;
using System.Text.RegularExpressions;
namespace MrGameEng.Mods; namespace MrGameEng.Mods;
@@ -24,6 +25,18 @@ public sealed class DefDatabase
private readonly Dictionary<string, TypeEntry> _byKey = new(StringComparer.OrdinalIgnoreCase); private readonly Dictionary<string, TypeEntry> _byKey = new(StringComparer.OrdinalIgnoreCase);
private readonly Dictionary<Type, TypeEntry> _byType = []; private readonly Dictionary<Type, TypeEntry> _byType = [];
/// <summary>Reserved def-file <c>"type"</c> that carries content patches rather than defs.</summary>
public const string PatchTypeKey = "Patch";
private sealed record PatchRule(string DefType, Regex Match, JsonObject Set);
private sealed record ValidationRule(string Field, Regex Pattern, string Description);
private readonly List<PatchRule> _patches = [];
private readonly Dictionary<string, List<ValidationRule>> _validators = new(
StringComparer.OrdinalIgnoreCase
);
private static readonly JsonDocumentOptions DocumentOptions = new() private static readonly JsonDocumentOptions DocumentOptions = new()
{ {
CommentHandling = JsonCommentHandling.Skip, CommentHandling = JsonCommentHandling.Skip,
@@ -43,6 +56,38 @@ public sealed class DefDatabase
_byType.Add(typeof(T), entry); _byType.Add(typeof(T), entry);
} }
/// <summary>
/// Registers a load-time validation: the string <paramref name="field"/> of every resolved def of
/// type <paramref name="typeKey"/> must match <paramref name="pattern"/> (a regex), or
/// <see cref="Load"/> throws. Non-string or absent fields are skipped. Use it to enforce naming
/// conventions (e.g. gene ids start with <c>Gene</c>) or key/format rules across a mod's content.
/// </summary>
public void RegisterValidator(
string typeKey,
string field,
string pattern,
string? description = null
)
{
Regex regex;
try
{
regex = new Regex(pattern, RegexOptions.CultureInvariant);
}
catch (ArgumentException error)
{
throw new ArgumentException($"Invalid validator regex '{pattern}': {error.Message}");
}
if (!_validators.TryGetValue(typeKey, out var list))
{
list = [];
_validators[typeKey] = list;
}
list.Add(new ValidationRule(field, regex, description ?? $"pattern /{pattern}/"));
}
/// <summary> /// <summary>
/// Loads every <c>Defs/**/*.json</c> of <paramref name="mods"/> (in load order) and /// Loads every <c>Defs/**/*.json</c> of <paramref name="mods"/> (in load order) and
/// resolves inheritance. Call once after registering all def types. /// resolves inheritance. Call once after registering all def types.
@@ -66,6 +111,8 @@ public sealed class DefDatabase
} }
} }
ApplyPatches();
foreach (var entry in _byKey.Values) foreach (var entry in _byKey.Values)
{ {
Resolve(entry); Resolve(entry);
@@ -133,6 +180,12 @@ public sealed class DefDatabase
?? throw new InvalidDataException( ?? throw new InvalidDataException(
$"Def file '{file}' (mod '{mod.Id}') has no \"type\" field." $"Def file '{file}' (mod '{mod.Id}') has no \"type\" field."
); );
if (string.Equals(typeKey, PatchTypeKey, StringComparison.OrdinalIgnoreCase))
{
LoadPatches(mod, file, root);
return;
}
if (!_byKey.TryGetValue(typeKey, out var entry)) if (!_byKey.TryGetValue(typeKey, out var entry))
{ {
throw new InvalidDataException( throw new InvalidDataException(
@@ -169,8 +222,83 @@ public sealed class DefDatabase
} }
} }
private static void Resolve(TypeEntry entry) // Парсит файл-патч: операции { defType, match (регэксп по defName), set: {поля} }.
private void LoadPatches(Mod mod, string file, JsonNode root)
{ {
if (root["patches"] is not JsonArray patches)
{
throw new InvalidDataException(
$"Patch file '{file}' (mod '{mod.Id}') has no \"patches\" array."
);
}
foreach (var node in patches)
{
if (node is not JsonObject patch)
{
throw new InvalidDataException(
$"Patch file '{file}' (mod '{mod.Id}') contains a non-object patch."
);
}
var defType =
patch["defType"]?.GetValue<string>()
?? throw new InvalidDataException($"A patch in '{file}' has no \"defType\".");
var match =
patch["match"]?.GetValue<string>()
?? throw new InvalidDataException($"A patch in '{file}' has no \"match\".");
if (patch["set"] is not JsonObject set)
{
throw new InvalidDataException($"A patch in '{file}' has no \"set\" object.");
}
Regex regex;
try
{
regex = new Regex(match, RegexOptions.CultureInvariant);
}
catch (ArgumentException error)
{
throw new InvalidDataException(
$"Patch in '{file}' has invalid regex '{match}': {error.Message}"
);
}
_patches.Add(new PatchRule(defType, regex, (JsonObject)set.DeepClone()));
}
}
// Применяет патчи к сырым дефам (до резолва), в порядке загрузки: каждому дефу нужного типа,
// чьё имя подходит под регэксп, проставляются поля set. Поля наследуются детьми как обычно.
private void ApplyPatches()
{
foreach (var patch in _patches)
{
if (!_byKey.TryGetValue(patch.DefType, out var entry))
{
throw new InvalidDataException(
$"A patch targets unknown def type '{patch.DefType}'."
);
}
foreach (var raw in entry.Raw)
{
if (!patch.Match.IsMatch(raw.Key))
{
continue;
}
foreach (var (key, value) in patch.Set)
{
raw.Value[key] = value?.DeepClone();
}
}
}
}
private void Resolve(TypeEntry entry)
{
_validators.TryGetValue(entry.Key, out var rules);
foreach (var defName in entry.Raw.Keys.Order(StringComparer.Ordinal)) foreach (var defName in entry.Raw.Keys.Order(StringComparer.Ordinal))
{ {
var merged = MergeChain(entry, defName, []); var merged = MergeChain(entry, defName, []);
@@ -179,6 +307,11 @@ public sealed class DefDatabase
continue; continue;
} }
if (rules is not null)
{
Validate(entry.Key, defName, merged, rules);
}
var def = var def =
(Def?)merged.Deserialize(entry.ClrType, ModInfo.JsonOptions) (Def?)merged.Deserialize(entry.ClrType, ModInfo.JsonOptions)
?? throw new InvalidDataException( ?? throw new InvalidDataException(
@@ -188,6 +321,28 @@ public sealed class DefDatabase
} }
} }
private static void Validate(
string typeKey,
string defName,
JsonObject merged,
List<ValidationRule> rules
)
{
foreach (var rule in rules)
{
if (
merged[rule.Field] is JsonValue value
&& value.TryGetValue<string>(out var text)
&& !rule.Pattern.IsMatch(text)
)
{
throw new InvalidDataException(
$"Def '{defName}' ({typeKey}) field '{rule.Field}'=\"{text}\" violates {rule.Description}."
);
}
}
}
private static JsonObject MergeChain(TypeEntry entry, string defName, HashSet<string> seen) private static JsonObject MergeChain(TypeEntry entry, string defName, HashSet<string> seen)
{ {
if (!seen.Add(defName)) if (!seen.Add(defName))
+2
View File
@@ -1,4 +1,5 @@
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization;
namespace MrGameEng.Mods; namespace MrGameEng.Mods;
@@ -14,6 +15,7 @@ public sealed class ModInfo
ReadCommentHandling = JsonCommentHandling.Skip, ReadCommentHandling = JsonCommentHandling.Skip,
AllowTrailingCommas = true, AllowTrailingCommas = true,
WriteIndented = true, WriteIndented = true,
Converters = { new JsonStringEnumConverter() },
}; };
/// <summary>Unique mod id, referenced by <see cref="Dependencies"/> of other mods.</summary> /// <summary>Unique mod id, referenced by <see cref="Dependencies"/> of other mods.</summary>
+10 -31
View File
@@ -1,10 +1,11 @@
using Microsoft.Xna.Framework.Graphics;
namespace MrGameEng.Core; namespace MrGameEng.Core;
/// <summary> /// <summary>
/// Root object handed to scenes and systems: time, scene manager, services and graphics device. /// Root object handed to scenes and systems: time, scene manager and services.
/// Created by <see cref="GameHost"/>; can also be created standalone for headless tests. /// Created by a host (the MonoGame game host or <see cref="HeadlessHost"/>); can also be
/// created standalone for unit tests. Platform resources such as the graphics device are
/// published through <see cref="Services"/> by hosts that have them — the core itself has
/// no platform dependencies.
/// </summary> /// </summary>
public sealed class EngineContext public sealed class EngineContext
{ {
@@ -17,38 +18,16 @@ public sealed class EngineContext
/// <summary>Registry of module services (input, audio, assets, …).</summary> /// <summary>Registry of module services (input, audio, assets, …).</summary>
public ServiceRegistry Services { get; } = new(); public ServiceRegistry Services { get; } = new();
/// <summary> /// <summary>Creates a context. Games normally never create one themselves — the host does.</summary>
/// The graphics device. Available once the host is initialized;
/// throws when accessed in a headless context (unit tests).
/// </summary>
public GraphicsDevice GraphicsDevice =>
_graphicsDevice
?? throw new InvalidOperationException(
"GraphicsDevice is not available (headless context)."
);
/// <summary>True when a graphics device is attached.</summary>
public bool HasGraphicsDevice => _graphicsDevice is not null;
private GraphicsDevice? _graphicsDevice;
/// <summary>Creates a context. Games normally never create one themselves — <see cref="GameHost"/> does.</summary>
public EngineContext() public EngineContext()
{ {
Scenes = new SceneManager(this); Scenes = new SceneManager(this);
} }
internal void AttachGraphicsDevice(GraphicsDevice device) => _graphicsDevice = device;
/// <summary> /// <summary>
/// Disposes everything the context owns: registered <see cref="IDisposable"/> services /// Disposes everything the context owns: registered <see cref="IDisposable"/> services.
/// and the transition renderer. <paramref name="except"/> (the host itself, also a /// Instances in <paramref name="except"/> (the host itself, platform resources the host
/// registered service) is skipped — it is being disposed by the caller already. /// disposes on its own) are skipped. Called by hosts on shutdown.
/// Called by <see cref="GameHost.Dispose(bool)"/>.
/// </summary> /// </summary>
internal void DisposeOwnedResources(object except) internal void DisposeOwnedResources(params object[] except) => Services.DisposeServices(except);
{
Scenes.DisposeRenderer();
Services.DisposeServices(except);
}
} }
+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 +1,35 @@
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>
/// Returns the values of every variable whose name satisfies <paramref name="matches"/> — the
/// backing for the group functions (<c>gsum</c>, <c>gavg</c>, …) that aggregate over a name
/// pattern, e.g. all <c>leaf_*</c> genes. Contexts with no enumerable variables return nothing.
/// </summary>
IEnumerable<float> ResolveMatching(Func<string, bool> matches) => [];
}
/// <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(
$"Function '{name}' expects {count} argument(s) but got {args.Count}."
);
}
}
}
@@ -0,0 +1,98 @@
using System.Text.RegularExpressions;
using Node = System.Func<MrGameEng.Formulas.IFormulaContext, float>;
namespace MrGameEng.Formulas;
/// <summary>
/// The group functions — <c>gsum</c>, <c>gcount</c>, <c>gavg</c>, <c>gmin</c>, <c>gmax</c> — which
/// aggregate over every context variable whose name matches a regex literal, e.g.
/// <c>gsum('leaf_.*')</c> sums all <c>leaf_*</c> genes. The pattern is a string literal compiled to a
/// <see cref="Regex"/> once at parse time; aggregation reads <see cref="IFormulaContext.ResolveMatching"/>.
/// </summary>
internal static class FormulaGroups
{
private static readonly HashSet<string> Names = new(StringComparer.Ordinal)
{
"gsum",
"gcount",
"gavg",
"gmin",
"gmax",
};
public static bool IsGroupFunction(string name) => Names.Contains(name);
public static Node Build(string name, string pattern)
{
Regex regex;
try
{
regex = new Regex(pattern, RegexOptions.CultureInvariant);
}
catch (ArgumentException error)
{
throw new FormulaException($"Invalid regex '{pattern}': {error.Message}");
}
bool Match(string variable) => regex.IsMatch(variable);
return name switch
{
"gsum" => ctx => Aggregate(ctx.ResolveMatching(Match), sum: true),
"gavg" => ctx => Aggregate(ctx.ResolveMatching(Match), average: true),
"gcount" => ctx => Count(ctx.ResolveMatching(Match)),
"gmin" => ctx => Extreme(ctx.ResolveMatching(Match), max: false),
"gmax" => ctx => Extreme(ctx.ResolveMatching(Match), max: true),
_ => throw new FormulaException($"Unknown group function '{name}'."),
};
}
private static float Aggregate(
IEnumerable<float> values,
bool sum = false,
bool average = false
)
{
var total = 0f;
var count = 0;
foreach (var value in values)
{
total += value;
count++;
}
if (average)
{
return count == 0 ? 0f : total / count;
}
return total; // sum (count==0 → 0)
}
private static float Count(IEnumerable<float> values)
{
var count = 0;
foreach (var _ in values)
{
count++;
}
return count;
}
private static float Extreme(IEnumerable<float> values, bool max)
{
var has = false;
var best = 0f;
foreach (var value in values)
{
if (!has || (max ? value > best : value < best))
{
best = value;
}
has = true;
}
return best; // empty → 0
}
}
+239
View File
@@ -0,0 +1,239 @@
using System.Globalization;
namespace MrGameEng.Formulas;
internal enum TokenType
{
Number,
Identifier,
String,
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(
$"Invalid number '{span.ToString()}' at position {start}."
);
}
tokens.Add(new Token(TokenType.Number, start, value));
continue;
}
if (char.IsLetter(c) || c == '_')
{
var start = i;
while (i < source.Length && (char.IsLetterOrDigit(source[i]) || source[i] == '_'))
{
i++;
}
tokens.Add(
new Token(TokenType.Identifier, start, text: source.Substring(start, i - start))
);
continue;
}
if (c == '\'')
{
var open = i;
var start = ++i;
while (i < source.Length && source[i] != '\'')
{
i++;
}
if (i >= source.Length)
{
throw new FormulaException($"Unterminated string at position {open}.");
}
tokens.Add(
new Token(TokenType.String, open, text: source.Substring(start, i - start))
);
i++; // пропускаем закрывающую кавычку
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 +1,287 @@
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);
if (FormulaGroups.IsGroupFunction(name))
{
var pattern = Current;
if (!Match(TokenType.String))
{
throw new FormulaException(
$"Group function '{name}' expects a quoted regex pattern at position {pattern.Position}."
);
}
Expect(TokenType.RParen);
return FormulaGroups.Build(name, pattern.Text);
}
var args = new List<Node>();
if (!Peek(TokenType.RParen))
{
do
{
args.Add(ParseTernary());
} while (Match(TokenType.Comma));
}
Expect(TokenType.RParen);
return FormulaFunctions.Build(name, args);
}
private static Node Compare(Node left, Node right, Func<float, float, bool> op) =>
ctx => op(left(ctx), right(ctx)) ? True : False;
private Token Current => tokens[_pos];
private bool Peek(TokenType type) => Current.Type == type;
private bool Match(TokenType type)
{
if (Current.Type != type)
{
return false;
}
_pos++;
return true;
}
private void Expect(TokenType type)
{
if (!Match(type))
{
throw new FormulaException($"Expected {type} at position {Current.Position}.");
}
}
}
+1 -1
View File
@@ -2,7 +2,7 @@ namespace MrGameEng.Core;
/// <summary> /// <summary>
/// Engine time service: per-frame delta, total elapsed time, time scaling and frame counter. /// Engine time service: per-frame delta, total elapsed time, time scaling and frame counter.
/// Advanced once per frame by <see cref="GameHost"/>. /// Advanced once per frame (or per fixed tick) by the host.
/// </summary> /// </summary>
public sealed class GameClock public sealed class GameClock
{ {
+107
View File
@@ -0,0 +1,107 @@
using System.Diagnostics;
namespace MrGameEng.Core;
/// <summary>
/// A game-loop host without a window, GPU or any platform dependency: drives the active
/// scene's update phase on a fixed timestep. Suits dedicated servers, batch simulation and
/// tests. Scenes still own draw systems — they are simply never run, and platform services
/// (graphics device, window) are absent from <see cref="EngineContext.Services"/>, so only
/// platform-free modules can be used. The fixed step makes simulation time independent of
/// wall-clock jitter: N ticks always advance the world by exactly N ×
/// <see cref="FixedDeltaTime"/> seconds.
/// </summary>
public sealed class HeadlessHost : IDisposable
{
/// <summary>Engine context shared with scenes and systems.</summary>
public EngineContext Context { get; } = new();
/// <summary>Fixed simulation step in seconds: 1 / <see cref="HeadlessHostOptions.TicksPerSecond"/>.</summary>
public float FixedDeltaTime { get; }
/// <summary>Ticks completed since the host was created.</summary>
public long TickCount => Context.Clock.FrameCount;
// Отстав сильнее этого, Run ресинкается с настоящим временем вместо лавины тиков.
private const double MaxLagSeconds = 1.0;
private readonly HeadlessHostOptions _options;
/// <summary>Creates a host that starts with <paramref name="initialScene"/>. The scene
/// loads on the first tick, mirroring the windowed host's deferred switch.</summary>
public HeadlessHost(HeadlessHostOptions options, Scene initialScene)
{
if (options.TicksPerSecond <= 0f)
{
throw new ArgumentOutOfRangeException(
nameof(options),
"TicksPerSecond must be positive."
);
}
_options = options;
FixedDeltaTime = 1f / options.TicksPerSecond;
Context.Scenes.Switch(initialScene);
}
/// <summary>Advances the world by exactly one fixed tick.</summary>
public void Tick()
{
Context.Clock.Advance(FixedDeltaTime);
Context.Scenes.Update(Context.Clock);
}
/// <summary>Advances the world by <paramref name="count"/> ticks as fast as possible.</summary>
public void RunTicks(long count)
{
for (long i = 0; i < count; i++)
{
Tick();
}
}
/// <summary>
/// Runs until <paramref name="cancellationToken"/> is cancelled. With
/// <see cref="HeadlessHostOptions.Realtime"/> ticks are paced to the wall clock — the
/// loop sleeps when ahead and, having fallen more than a second behind, resyncs instead
/// of bursting a catch-up avalanche. Pacing relies on <see cref="Thread.Sleep(TimeSpan)"/>
/// and is accurate to a few milliseconds, not exact.
/// </summary>
public void Run(CancellationToken cancellationToken = default)
{
if (!_options.Realtime)
{
while (!cancellationToken.IsCancellationRequested)
{
Tick();
}
return;
}
var wallClock = Stopwatch.StartNew();
var nextTickAt = 0.0;
while (!cancellationToken.IsCancellationRequested)
{
Tick();
nextTickAt += FixedDeltaTime;
var ahead = nextTickAt - wallClock.Elapsed.TotalSeconds;
if (ahead > 0)
{
Thread.Sleep(TimeSpan.FromSeconds(ahead));
}
else if (-ahead > MaxLagSeconds)
{
nextTickAt = wallClock.Elapsed.TotalSeconds;
}
}
}
/// <summary>Unloads the active scene and disposes context-owned services.</summary>
public void Dispose()
{
Context.Scenes.Switch(null);
Context.Scenes.ApplyPending();
Context.DisposeOwnedResources();
}
}
+15
View File
@@ -0,0 +1,15 @@
namespace MrGameEng.Core;
/// <summary>Loop settings for <see cref="HeadlessHost"/>.</summary>
public sealed class HeadlessHostOptions
{
/// <summary>Fixed simulation rate in ticks per second. Must be positive.</summary>
public float TicksPerSecond { get; set; } = 60f;
/// <summary>
/// When true, <see cref="HeadlessHost.Run"/> paces ticks to the wall clock (a dedicated
/// server); when false it runs flat out (batch simulation). <see cref="HeadlessHost.RunTicks"/>
/// always runs flat out regardless of this setting.
/// </summary>
public bool Realtime { get; set; } = true;
}
+1 -1
View File
@@ -4,11 +4,11 @@
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" />
<PackageReference Include="Friflo.Engine.ECS" /> <PackageReference Include="Friflo.Engine.ECS" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<InternalsVisibleTo Include="MrGameEng.Core.Tests" /> <InternalsVisibleTo Include="MrGameEng.Core.Tests" />
<InternalsVisibleTo Include="MrGameEng.Host" />
</ItemGroup> </ItemGroup>
</Project> </Project>
+15 -22
View File
@@ -22,13 +22,24 @@ public sealed class SceneManager
/// <summary>True while a transition is covering or revealing.</summary> /// <summary>True while a transition is covering or revealing.</summary>
public bool IsTransitioning => _state != State.Idle; public bool IsTransitioning => _state != State.Idle;
/// <summary>The transition currently covering or revealing, or null while idle.
/// Hosts that render overlays read this together with <see cref="TransitionCoverage"/>
/// and <see cref="TransitionPhase"/> during their draw phase.</summary>
public Transition? ActiveTransition => _state == State.Idle ? null : _transition;
/// <summary>Coverage of the active transition: 0 = scene fully visible, 1 = fully covered.</summary>
public float TransitionCoverage => Math.Clamp(_coverage, 0f, 1f);
/// <summary>Phase of the active transition. Meaningful only while <see cref="IsTransitioning"/>.</summary>
public TransitionPhase TransitionPhase =>
_state == State.CoveringOut ? TransitionPhase.Out : TransitionPhase.In;
private readonly EngineContext _context; private readonly EngineContext _context;
private Scene? _pending; private Scene? _pending;
private bool _hasPending; private bool _hasPending;
private Transition? _transition; private Transition? _transition;
private State _state; private State _state;
private float _coverage; private float _coverage;
private TransitionRenderer? _renderer;
internal SceneManager(EngineContext context) => _context = context; internal SceneManager(EngineContext context) => _context = context;
@@ -100,27 +111,9 @@ public sealed class SceneManager
Current?.Update(clock); Current?.Update(clock);
} }
/// <summary>Draws the active scene and the transition overlay on top. Called by the host.</summary> /// <summary>Draws the active scene. Transition overlays are rendered by the host on top,
public void Draw(GameClock clock) /// from <see cref="ActiveTransition"/> and <see cref="TransitionCoverage"/>.</summary>
{ public void Draw(GameClock clock) => Current?.Draw(clock);
Current?.Draw(clock);
if (_state == State.Idle || !_context.HasGraphicsDevice)
{
return;
}
_renderer ??= new TransitionRenderer(_context.GraphicsDevice);
var phase = _state == State.CoveringOut ? TransitionPhase.Out : TransitionPhase.In;
_transition!.Draw(_renderer, Math.Clamp(_coverage, 0f, 1f), phase);
}
/// <summary>Disposes the lazily created transition renderer. Called on host shutdown.</summary>
internal void DisposeRenderer()
{
_renderer?.Dispose();
_renderer = null;
}
internal void ApplyPending() internal void ApplyPending()
{ {
+5 -4
View File
@@ -40,16 +40,17 @@ public sealed class ServiceRegistry
/// <summary> /// <summary>
/// Disposes every registered <see cref="IDisposable"/> service (each instance once, even /// Disposes every registered <see cref="IDisposable"/> service (each instance once, even
/// when registered under several types) and clears the registry. <paramref name="except"/> /// when registered under several types) and clears the registry. Instances in
/// is skipped. Called on host shutdown. /// <paramref name="except"/> are skipped. Called on host shutdown.
/// </summary> /// </summary>
internal void DisposeServices(object? except = null) internal void DisposeServices(params object[] except)
{ {
var skipped = new HashSet<object>(except, ReferenceEqualityComparer.Instance);
var disposed = new HashSet<object>(ReferenceEqualityComparer.Instance); var disposed = new HashSet<object>(ReferenceEqualityComparer.Instance);
foreach (var service in _services.Values) foreach (var service in _services.Values)
{ {
if ( if (
!ReferenceEquals(service, except) !skipped.Contains(service)
&& service is IDisposable disposable && service is IDisposable disposable
&& disposed.Add(service) && disposed.Add(service)
) )
+6 -51
View File
@@ -1,5 +1,3 @@
using Microsoft.Xna.Framework;
namespace MrGameEng.Core; namespace MrGameEng.Core;
/// <summary>Phase of a scene transition.</summary> /// <summary>Phase of a scene transition.</summary>
@@ -13,10 +11,12 @@ public enum TransitionPhase
} }
/// <summary> /// <summary>
/// Visual transition between scenes. The scene switch itself happens at full coverage, /// Timing of a visual transition between scenes. The scene switch itself happens at full
/// so a slow <c>OnLoad</c> of the next scene is hidden behind the overlay. /// coverage, so a slow <c>OnLoad</c> of the next scene is hidden behind the overlay.
/// Transitions are stateless and reusable; progress is tracked by <see cref="SceneManager"/>. /// Progress is tracked by <see cref="SceneManager"/> on unscaled time, so transitions work
/// Runs on unscaled time, so it works while gameplay is paused. /// while gameplay is paused. The core only times the phases — how the overlay looks is
/// defined by the host (the MonoGame host's <c>OverlayTransition</c> and the
/// <c>Transitions</c> factories); headless hosts simply let transitions pass invisibly.
/// </summary> /// </summary>
public abstract class Transition public abstract class Transition
{ {
@@ -32,49 +32,4 @@ public abstract class Transition
OutDuration = Math.Max(0f, outDuration); OutDuration = Math.Max(0f, outDuration);
InDuration = Math.Max(0f, inDuration); InDuration = Math.Max(0f, inDuration);
} }
/// <summary>
/// Draws the overlay. <paramref name="coverage"/> is 0 (scene fully visible) to
/// 1 (scene fully covered); <paramref name="phase"/> tells which side of the switch this is.
/// </summary>
public abstract void Draw(TransitionRenderer renderer, float coverage, TransitionPhase phase);
/// <summary>Fade through a solid color (black by default). Total duration is split between out and in.</summary>
public static Transition Fade(float duration = 0.6f, Color? color = null) =>
new FadeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
/// <summary>A curtain wiping across the screen (black by default). Total duration is split between out and in.</summary>
public static Transition Wipe(float duration = 0.6f, Color? color = null) =>
new WipeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
private sealed class FadeTransition(float outDuration, float inDuration, Color color)
: Transition(outDuration, inDuration)
{
public override void Draw(
TransitionRenderer renderer,
float coverage,
TransitionPhase phase
) => renderer.Fill(0f, 0f, 1f, 1f, color, coverage);
}
private sealed class WipeTransition(float outDuration, float inDuration, Color color)
: Transition(outDuration, inDuration)
{
public override void Draw(
TransitionRenderer renderer,
float coverage,
TransitionPhase phase
)
{
// Out: шторка растёт слева направо; In: уезжает дальше вправо.
if (phase == TransitionPhase.Out)
{
renderer.Fill(0f, 0f, coverage, 1f, color);
}
else
{
renderer.Fill(1f - coverage, 0f, coverage, 1f, color);
}
}
}
} }
@@ -0,0 +1,19 @@
using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core;
namespace MrGameEng.Graphics;
/// <summary>Graphics-side accessors for the platform-free <see cref="EngineContext"/>.</summary>
public static class EngineContextGraphicsExtensions
{
/// <summary>
/// Returns the <see cref="GraphicsDevice"/> service published by a windowed host.
/// Throws in a headless context, where no graphics device exists.
/// </summary>
public static GraphicsDevice GetGraphicsDevice(this EngineContext context) =>
context.Services.GetOrDefault<GraphicsDevice>()
?? throw new InvalidOperationException(
"GraphicsDevice is not available: no windowed host has published it "
+ "(headless context, or graphics are not initialized yet)."
);
}
+1 -1
View File
@@ -42,7 +42,7 @@ public static class SceneLightmapExtensions
Func<bool[]> occluders Func<bool[]> occluders
) )
{ {
var device = scene.Context.GraphicsDevice; var device = scene.Context.GetGraphicsDevice();
var lightmap = new Lightmap(device, width, height, cellSize, origin); var lightmap = new Lightmap(device, width, height, cellSize, origin);
var lighting = new Lighting(lightmap); var lighting = new Lighting(lightmap);
scene.Context.Services.Add(lighting); scene.Context.Services.Add(lighting);
@@ -3,6 +3,10 @@
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
</PropertyGroup> </PropertyGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" />
</ItemGroup>
<ItemGroup> <ItemGroup>
<InternalsVisibleTo Include="MrGameEng.Graphics.Tests" /> <InternalsVisibleTo Include="MrGameEng.Graphics.Tests" />
</ItemGroup> </ItemGroup>
@@ -22,7 +22,7 @@ public static class SceneGraphicsExtensions
var renderer = services.GetOrDefault<Renderer2D>(); var renderer = services.GetOrDefault<Renderer2D>();
if (renderer is null) if (renderer is null)
{ {
renderer = new Renderer2D(scene.Context.GraphicsDevice, options); renderer = new Renderer2D(scene.Context.GetGraphicsDevice(), options);
services.Add(renderer); services.Add(renderer);
} }
else if (options is not null) else if (options is not null)
@@ -1,11 +1,16 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MrGameEng.Core;
namespace MrGameEng.Core; namespace MrGameEng.Host;
/// <summary> /// <summary>
/// The engine's game loop host. Wraps MonoGame's <see cref="Game"/>: owns the /// The engine's windowed game-loop host. Wraps MonoGame's <see cref="Game"/>: owns the
/// <see cref="EngineContext"/>, advances the <see cref="GameClock"/> and drives the /// <see cref="EngineContext"/>, advances the <see cref="GameClock"/>, drives the active
/// active scene's update and draw phases. /// scene's update and draw phases and renders scene-transition overlays. The
/// <see cref="GraphicsDevice"/> is published as a service so graphics modules can reach it
/// through the context. For a loop without a window or GPU see
/// <see cref="HeadlessHost"/> in the core.
/// </summary> /// </summary>
public class GameHost : Game public class GameHost : Game
{ {
@@ -17,6 +22,7 @@ public class GameHost : Game
private readonly GameHostOptions _options; private readonly GameHostOptions _options;
private readonly Scene _initialScene; private readonly Scene _initialScene;
private TransitionRenderer? _transitionRenderer;
/// <summary>Creates a host that starts with <paramref name="initialScene"/>.</summary> /// <summary>Creates a host that starts with <paramref name="initialScene"/>.</summary>
public GameHost(GameHostOptions options, Scene initialScene) public GameHost(GameHostOptions options, Scene initialScene)
@@ -48,7 +54,7 @@ public class GameHost : Game
{ {
Window.Title = _options.Title; Window.Title = _options.Title;
Window.AllowUserResizing = _options.AllowResizing; Window.AllowUserResizing = _options.AllowResizing;
Context.AttachGraphicsDevice(GraphicsDevice); Context.Services.Add(GraphicsDevice);
Context.Services.Add(Window); Context.Services.Add(Window);
Context.Services.Add<Game>(this); Context.Services.Add<Game>(this);
base.Initialize(); base.Initialize();
@@ -68,9 +74,25 @@ public class GameHost : Game
{ {
GraphicsDevice.Clear(_options.ClearColor); GraphicsDevice.Clear(_options.ClearColor);
Context.Scenes.Draw(Context.Clock); Context.Scenes.Draw(Context.Clock);
DrawTransitionOverlay();
base.Draw(gameTime); base.Draw(gameTime);
} }
private void DrawTransitionOverlay()
{
if (Context.Scenes.ActiveTransition is not OverlayTransition transition)
{
return;
}
_transitionRenderer ??= new TransitionRenderer(GraphicsDevice);
transition.Draw(
_transitionRenderer,
Context.Scenes.TransitionCoverage,
Context.Scenes.TransitionPhase
);
}
/// <inheritdoc /> /// <inheritdoc />
protected override void OnExiting(object sender, ExitingEventArgs args) protected override void OnExiting(object sender, ExitingEventArgs args)
{ {
@@ -84,7 +106,11 @@ public class GameHost : Game
{ {
if (disposing) if (disposing)
{ {
Context.DisposeOwnedResources(except: this); _transitionRenderer?.Dispose();
_transitionRenderer = null;
// GraphicsDevice зарегистрирован как сервис, но им владеет MonoGame:
// base.Dispose сам его освобождает, реестру трогать нельзя.
Context.DisposeOwnedResources(this, GraphicsDevice);
} }
base.Dispose(disposing); base.Dispose(disposing);
@@ -1,6 +1,6 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
namespace MrGameEng.Core; namespace MrGameEng.Host;
/// <summary>Window and loop settings for <see cref="GameHost"/>.</summary> /// <summary>Window and loop settings for <see cref="GameHost"/>.</summary>
public sealed class GameHostOptions public sealed class GameHostOptions
+17
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@@ -0,0 +1,17 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" />
</ItemGroup>
<ItemGroup>
<InternalsVisibleTo Include="MrGameEng.Host.Tests" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\MrGameEng.Core\MrGameEng.Core.csproj" />
</ItemGroup>
</Project>
@@ -1,11 +1,11 @@
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
namespace MrGameEng.Core; namespace MrGameEng.Host;
/// <summary> /// <summary>
/// Minimal overlay renderer handed to <see cref="Transition.Draw"/>: fills rectangles in /// Minimal overlay renderer handed to <see cref="OverlayTransition.Draw"/>: fills rectangles
/// normalized screen coordinates (0..1 on both axes) over the rendered scene. /// in normalized screen coordinates (0..1 on both axes) over the rendered scene.
/// </summary> /// </summary>
public sealed class TransitionRenderer : IDisposable public sealed class TransitionRenderer : IDisposable
{ {
@@ -13,7 +13,7 @@ public sealed class TransitionRenderer : IDisposable
private readonly BasicEffect _effect; private readonly BasicEffect _effect;
private readonly VertexPositionColor[] _vertices = new VertexPositionColor[6]; private readonly VertexPositionColor[] _vertices = new VertexPositionColor[6];
/// <summary>Disposes the GPU effect. Called by <see cref="SceneManager"/> on shutdown.</summary> /// <summary>Disposes the GPU effect. Called by <see cref="GameHost"/> on shutdown.</summary>
public void Dispose() => _effect.Dispose(); public void Dispose() => _effect.Dispose();
internal TransitionRenderer(GraphicsDevice device) internal TransitionRenderer(GraphicsDevice device)
+66
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@@ -0,0 +1,66 @@
using Microsoft.Xna.Framework;
using MrGameEng.Core;
namespace MrGameEng.Host;
/// <summary>
/// A scene transition that draws a full-screen overlay through a
/// <see cref="TransitionRenderer"/>. The timing state machine lives in
/// <see cref="SceneManager"/>; <see cref="GameHost"/> renders the overlay each draw while a
/// transition is active. Transitions are stateless and reusable.
/// </summary>
public abstract class OverlayTransition : Transition
{
/// <summary>Creates a transition with explicit phase durations.</summary>
protected OverlayTransition(float outDuration, float inDuration)
: base(outDuration, inDuration) { }
/// <summary>
/// Draws the overlay. <paramref name="coverage"/> is 0 (scene fully visible) to
/// 1 (scene fully covered); <paramref name="phase"/> tells which side of the switch this is.
/// </summary>
public abstract void Draw(TransitionRenderer renderer, float coverage, TransitionPhase phase);
}
/// <summary>Factories for the built-in visual scene transitions.</summary>
public static class Transitions
{
/// <summary>Fade through a solid color (black by default). Total duration is split between out and in.</summary>
public static Transition Fade(float duration = 0.6f, Color? color = null) =>
new FadeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
/// <summary>A curtain wiping across the screen (black by default). Total duration is split between out and in.</summary>
public static Transition Wipe(float duration = 0.6f, Color? color = null) =>
new WipeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
private sealed class FadeTransition(float outDuration, float inDuration, Color color)
: OverlayTransition(outDuration, inDuration)
{
public override void Draw(
TransitionRenderer renderer,
float coverage,
TransitionPhase phase
) => renderer.Fill(0f, 0f, 1f, 1f, color, coverage);
}
private sealed class WipeTransition(float outDuration, float inDuration, Color color)
: OverlayTransition(outDuration, inDuration)
{
public override void Draw(
TransitionRenderer renderer,
float coverage,
TransitionPhase phase
)
{
// Out: шторка растёт слева направо; In: уезжает дальше вправо.
if (phase == TransitionPhase.Out)
{
renderer.Fill(0f, 0f, coverage, 1f, color);
}
else
{
renderer.Fill(1f - coverage, 0f, coverage, 1f, color);
}
}
}
}
+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
View File
@@ -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
View File
@@ -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
View File
@@ -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();
}
}
}
+248
View File
@@ -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
View File
@@ -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 +1,68 @@
using MrGameEng.Genetics;
using MrGameEng.Mods;
using Xunit;
namespace MrGameEng.Genetics.Tests;
/// <summary>
/// Verifies <see cref="GeneDef"/> loads through the real <see cref="DefDatabase"/> the way the game
/// loads <c>genes.json</c>: string-named <see cref="GeneKind"/>, parent inheritance and effect maps.
/// </summary>
public sealed class GeneDefLoadTests : IDisposable
{
private readonly string _root = Directory.CreateTempSubdirectory("mrge-gene-tests-").FullName;
public void Dispose() => Directory.Delete(_root, recursive: true);
private DefDatabase Load(string defsJson)
{
var modDir = Path.Combine(_root, "mod");
Directory.CreateDirectory(Path.Combine(modDir, "Defs"));
File.WriteAllText(Path.Combine(modDir, "Defs", "genes.json"), defsJson);
var database = new DefDatabase();
database.RegisterType<GeneDef>("Gene");
database.Load([new Mod(new ModInfo { Id = "mod" }, modDir)]);
return database;
}
[Fact]
public void Load_NumericGeneWithParentAndEffects_Resolves()
{
var database = Load(
"""
{ "type": "Gene", "defs": [
{ "defName": "BaseGene", "abstract": true, "spread": 0.1, "mutationChance": 0.05 },
{ "defName": "GeneVigor", "parent": "BaseGene", "default": 1.0, "min": 0.1, "max": 3.0,
"tags": ["growth"], "effects": { "vigor": "value" } }
]}
"""
);
var gene = database.Get<GeneDef>("GeneVigor");
Assert.Equal(GeneKind.Numeric, gene.Kind);
Assert.Equal(0.1f, gene.Spread); // inherited from parent
Assert.Equal(0.05f, gene.MutationChance); // inherited
Assert.Equal(3.0f, gene.Max);
Assert.Equal(["growth"], gene.Tags);
Assert.Equal("value", gene.Effects["vigor"]);
Assert.Single(gene.CompiledEffects); // formula compiles
}
[Fact]
public void Load_DiscreteKindByName_Parses()
{
var database = Load(
"""
{ "type": "Gene", "defs": [
{ "defName": "GeneMorph", "kind": "Discrete", "variants": 2,
"variantWeights": [0.8, 0.2], "effects": { "variant": "value" } }
]}
"""
);
var gene = database.Get<GeneDef>("GeneMorph");
Assert.Equal(GeneKind.Discrete, gene.Kind);
Assert.Equal(2, gene.Variants);
Assert.Equal([0.8f, 0.2f], gene.VariantWeights);
}
}
@@ -0,0 +1,194 @@
using MrGameEng.Formulas;
using MrGameEng.Genetics;
using Xunit;
namespace MrGameEng.Genetics.Tests;
public class GeneticsTests
{
private static GeneDef Numeric(
string name,
float def,
float spread = 0f,
float min = float.NegativeInfinity,
float max = float.PositiveInfinity,
float mutationChance = 0f,
float mutationMagnitude = 0.1f,
Dictionary<string, string>? effects = null
) =>
new()
{
DefName = name,
Kind = GeneKind.Numeric,
Default = def,
Spread = spread,
Min = min,
Max = max,
MutationChance = mutationChance,
MutationMagnitude = mutationMagnitude,
Effects = effects ?? new(),
};
private static GeneDef Discrete(string name, int variants = 2, float mutationChance = 0f) =>
new()
{
DefName = name,
Kind = GeneKind.Discrete,
Variants = variants,
MutationChance = mutationChance,
};
private static Dictionary<string, GeneDef> Registry(params GeneDef[] genes) =>
genes.ToDictionary(g => g.DefName, g => g, StringComparer.Ordinal);
[Fact]
public void Generate_NumericAlleles_StayWithinSpreadAndClamp()
{
var gene = Numeric("vigor", def: 1f, spread: 0.2f, min: 0f, max: 2f);
var random = new Random(7);
for (var i = 0; i < 200; i++)
{
var genome = Genome.Generate([gene], random);
var allele = genome["vigor"];
Assert.InRange(allele.A, 0.8f, 1.2f);
Assert.InRange(allele.B, 0.8f, 1.2f);
}
}
[Fact]
public void Generate_SameSeed_IsDeterministic()
{
var genes = new[] { Numeric("a", 1f, 0.3f), Discrete("morph", 2) };
var first = Genome.Generate(genes, new Random(42));
var second = Genome.Generate(genes, new Random(42));
Assert.Equal(first["a"], second["a"]);
Assert.Equal(first["morph"], second["morph"]);
}
[Fact]
public void Express_Numeric_IsAlleleMean()
{
var gene = Numeric("opt", 0f);
var genome = new Genome { ["opt"] = new Allele(0.4f, 0.8f) };
Assert.Equal(0.6f, genome.Express(gene), 5);
}
[Fact]
public void Express_Discrete_DominantIsLowerIndex()
{
var gene = Discrete("morph", 2);
Assert.Equal(0f, new Genome { ["morph"] = new Allele(0f, 1f) }.Express(gene)); // heterozygous → dominant 0
Assert.Equal(1f, new Genome { ["morph"] = new Allele(1f, 1f) }.Express(gene)); // homozygous recessive
}
[Fact]
public void Breed_WithoutMutation_InheritsOneAlleleFromEachParent()
{
var gene = Numeric("g", 0f, mutationChance: 0f);
var registry = Registry(gene);
var a = new Genome { ["g"] = new Allele(1f, 2f) };
var b = new Genome { ["g"] = new Allele(3f, 4f) };
var child = Genome.Breed(a, b, registry, new Random(1));
Assert.Contains(child["g"].A, new[] { 1f, 2f }); // first allele from parent a
Assert.Contains(child["g"].B, new[] { 3f, 4f }); // second allele from parent b
}
[Fact]
public void Breed_UnionOfGenes_ProducesHybridComposition()
{
// a carries only "leaf", b carries only "root" — a child can carry both (hybrid).
var registry = Registry(Numeric("leaf", 1f), Numeric("root", 1f));
var a = new Genome { ["leaf"] = new Allele(1f, 1f) };
var b = new Genome { ["root"] = new Allele(2f, 2f) };
var carriedBoth = false;
for (var seed = 0; seed < 50 && !carriedBoth; seed++)
{
var child = Genome.Breed(a, b, registry, new Random(seed));
carriedBoth = child.Has("leaf") && child.Has("root");
}
Assert.True(carriedBoth, "single-parent genes should sometimes both be inherited");
}
[Fact]
public void Breed_HighMutation_DiscreteCanFlipVariant()
{
var gene = Discrete("morph", variants: 2, mutationChance: 1f);
var registry = Registry(gene);
var parent = new Genome { ["morph"] = new Allele(0f, 0f) };
var sawOne = false;
for (var seed = 0; seed < 50 && !sawOne; seed++)
{
var child = Genome.Breed(parent, parent, registry, new Random(seed));
var allele = child["morph"];
sawOne = allele.A == 1f || allele.B == 1f;
}
Assert.True(sawOne, "with full mutation a 0/0 parent should sometimes yield variant 1");
}
[Fact]
public void Compute_GeneEffect_UsesValueVariable()
{
var gene = Numeric("vigor", 0f, effects: new() { ["growth"] = "value * 2" });
var genome = new Genome { ["vigor"] = new Allele(1.5f, 2.5f) }; // mean 2
var traits = Phenotype.Compute(genome, Registry(gene));
Assert.Equal(4f, traits["growth"], 5); // 2 * 2
}
[Fact]
public void Compute_MultipleGenes_SumContributionsPerTrait()
{
var a = Numeric("a", 0f, effects: new() { ["yield"] = "value" });
var b = Numeric("b", 0f, effects: new() { ["yield"] = "value" });
var genome = new Genome { ["a"] = new Allele(3f, 3f), ["b"] = new Allele(4f, 4f) };
var traits = Phenotype.Compute(genome, Registry(a, b));
Assert.Equal(7f, traits["yield"], 5);
}
[Fact]
public void Compute_FormulaReadsEnvironmentAndOtherGenes()
{
var opt = Numeric("optLight", 0.5f);
var vigor = Numeric(
"vigor",
1f,
effects: new() { ["rate"] = "value * (1 - abs(light - optLight))" }
);
var genome = new Genome
{
["optLight"] = new Allele(0.5f, 0.5f),
["vigor"] = new Allele(1f, 1f),
};
var env = new DelegateFormulaContext(n =>
n == "light" ? 0.7f : throw new FormulaException(n)
);
var traits = Phenotype.Compute(genome, Registry(opt, vigor), env);
Assert.Equal(0.8f, traits["rate"], 5); // 1 * (1 - |0.7 - 0.5|)
}
[Fact]
public void CompiledEffects_InvalidFormula_ThrowsWithGeneAndTrait()
{
var gene = Numeric("bad", 0f, effects: new() { ["t"] = "value *" });
var error = Assert.Throws<InvalidDataException>(() => _ = gene.CompiledEffects);
Assert.Contains("bad", error.Message);
Assert.Contains("t", error.Message);
}
}
@@ -0,0 +1,106 @@
using MrGameEng.Genetics;
using Xunit;
namespace MrGameEng.Genetics.Tests;
public class GenomeTemplateTests
{
private static GeneDef Numeric(string name, float min, float max) =>
new()
{
DefName = name,
Kind = GeneKind.Numeric,
Min = min,
Max = max,
};
private static GeneDef Discrete(string name, int variants = 2) =>
new()
{
DefName = name,
Kind = GeneKind.Discrete,
Variants = variants,
};
[Fact]
public void Generate_UsesPerEntryBaseAndSpread_NotGeneDefault()
{
var gene = Numeric("opt", min: 0f, max: 100f); // GeneDef.Default is 0
var template = new GenomeTemplate([
new GenomeTemplate.Entry(gene, Base: 50f, Spread: 0.1f),
]);
var random = new Random(3);
for (var i = 0; i < 200; i++)
{
var allele = template.Generate(random)["opt"];
Assert.InRange(allele.A, 45f, 55f); // around the template base, not 0
Assert.InRange(allele.B, 45f, 55f);
}
}
[Fact]
public void Generate_TwoSpecies_DifferInCentre()
{
var gene = Numeric("opt", 0f, 100f);
var oak = new GenomeTemplate([new GenomeTemplate.Entry(gene, 20f, 0f)]);
var grass = new GenomeTemplate([new GenomeTemplate.Entry(gene, 80f, 0f)]);
Assert.Equal(20f, oak.Generate(new Random(1)).Express(gene), 3);
Assert.Equal(80f, grass.Generate(new Random(1)).Express(gene), 3);
}
[Fact]
public void Registry_CoversEntries_AndDrivesBreeding()
{
var template = new GenomeTemplate([
new GenomeTemplate.Entry(Numeric("a", 0f, 10f), 5f, 0.1f),
new GenomeTemplate.Entry(Discrete("morph"), 0f, 0f),
]);
var random = new Random(9);
var a = template.Generate(random);
var b = template.Generate(random);
var child = Genome.Breed(a, b, template.Registry, random);
Assert.True(child.Has("a"));
Assert.True(child.Has("morph"));
}
[Fact]
public void Breed_MutationChanceOverride_ForcesMutation()
{
var gene = Numeric("a", min: -100f, max: 100f);
var registry = new Dictionary<string, GeneDef> { ["a"] = gene };
var parent = new Genome { ["a"] = new Allele(10f, 10f) };
// Override chance to 1 → every inherited allele mutates away from 10.
var moved = false;
for (var seed = 0; seed < 30 && !moved; seed++)
{
var child = Genome.Breed(
parent,
parent,
registry,
new Random(seed),
mutationChance: 1f
);
moved = child["a"].A != 10f || child["a"].B != 10f;
}
Assert.True(moved, "with overridden mutationChance=1 the allele should mutate");
}
[Fact]
public void Breed_MutationChanceZero_KeepsAlleles()
{
var gene = Numeric("a", -100f, 100f);
var registry = new Dictionary<string, GeneDef> { ["a"] = gene };
var parent = new Genome { ["a"] = new Allele(10f, 10f) };
var child = Genome.Breed(parent, parent, registry, new Random(5), mutationChance: 0f);
Assert.Equal(10f, child["a"].A);
Assert.Equal(10f, child["a"].B);
}
}
@@ -143,4 +143,73 @@ public sealed class DefDatabaseTests : IDisposable
Assert.Throws<KeyNotFoundException>(() => database.Get<AnimalDef>("Dodo")); Assert.Throws<KeyNotFoundException>(() => database.Get<AnimalDef>("Dodo"));
Assert.False(database.TryGet<AnimalDef>("Dodo", out _)); Assert.False(database.TryGet<AnimalDef>("Dodo", out _));
} }
private Mod WriteMod(string fileName, string json)
{
var id = $"mod{_modCounter++:D2}";
var modDir = Path.Combine(_root, id);
Directory.CreateDirectory(Path.Combine(modDir, "Defs"));
File.WriteAllText(Path.Combine(modDir, "Defs", fileName), json);
return new Mod(new ModInfo { Id = id }, modDir);
}
[Fact]
public void Patch_SetsFields_OnDefsMatchingNamePattern()
{
var defs = WriteDefsMod(
"""
{ "type": "Animal", "defs": [
{ "defName": "Wolf", "speed": 9 },
{ "defName": "WolfPup", "speed": 4 },
{ "defName": "Bear", "speed": 6 }
]}
"""
);
var patch = WriteMod(
"patches.json",
"""{ "type": "Patch", "patches": [ { "defType": "Animal", "match": "Wolf.*", "set": { "legs": 6 } } ] }"""
);
var database = LoadAnimals(defs, patch);
Assert.Equal(6, database.Get<AnimalDef>("Wolf").Legs); // matched
Assert.Equal(6, database.Get<AnimalDef>("WolfPup").Legs); // matched
Assert.Equal(4, database.Get<AnimalDef>("Bear").Legs); // unmatched → default
}
[Fact]
public void Patch_UnknownDefType_Throws()
{
var patch = WriteMod(
"patches.json",
"""{ "type": "Patch", "patches": [ { "defType": "Ghost", "match": ".*", "set": {} } ] }"""
);
Assert.Throws<InvalidDataException>(() => LoadAnimals(patch));
}
[Fact]
public void Validator_RejectsField_NotMatchingPattern()
{
var database = new DefDatabase();
database.RegisterType<AnimalDef>("Animal");
database.RegisterValidator("Animal", "defName", "^[A-Z]");
var bad = WriteDefsMod("""{ "type": "Animal", "defs": [ { "defName": "wolf" } ] }""");
var error = Assert.Throws<InvalidDataException>(() => database.Load([bad]));
Assert.Contains("wolf", error.Message);
}
[Fact]
public void Validator_Passes_WhenFieldMatches()
{
var database = new DefDatabase();
database.RegisterType<AnimalDef>("Animal");
database.RegisterValidator("Animal", "defName", "^[A-Z]");
database.Load([
WriteDefsMod("""{ "type": "Animal", "defs": [ { "defName": "Wolf", "speed": 7 } ] }"""),
]);
Assert.Equal(7f, database.Get<AnimalDef>("Wolf").Speed);
}
} }
+174
View File
@@ -0,0 +1,174 @@
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());
}
// --- Group functions (regex aggregation over matching variables) ---
private sealed class GroupContext(Dictionary<string, float> values) : IFormulaContext
{
public float Resolve(string name) => values[name];
public IEnumerable<float> ResolveMatching(Func<string, bool> matches)
{
foreach (var (name, value) in values)
{
if (matches(name))
{
yield return value;
}
}
}
}
[Fact]
public void Evaluate_GroupFunctions_AggregateMatchingVariables()
{
var ctx = new GroupContext(
new()
{
["leaf_a"] = 2f,
["leaf_b"] = 4f,
["leaf_c"] = 6f,
["root_a"] = 100f,
}
);
Assert.Equal(12f, Formula.Compile("gsum('leaf_.*')").Evaluate(ctx), 4); // 2+4+6
Assert.Equal(3f, Formula.Compile("gcount('leaf_.*')").Evaluate(ctx), 4);
Assert.Equal(4f, Formula.Compile("gavg('leaf_.*')").Evaluate(ctx), 4);
Assert.Equal(2f, Formula.Compile("gmin('leaf_.*')").Evaluate(ctx), 4);
Assert.Equal(6f, Formula.Compile("gmax('leaf_.*')").Evaluate(ctx), 4);
}
[Fact]
public void Evaluate_GroupFunction_ComposesWithArithmetic()
{
var ctx = new GroupContext(new() { ["g1"] = 3f, ["g2"] = 5f });
Assert.Equal(16f, Formula.Compile("gsum('g.*') * 2").Evaluate(ctx), 4); // (3+5)*2
}
[Fact]
public void Evaluate_GroupFunction_NoMatches_IsZero()
{
var ctx = new GroupContext(new() { ["x"] = 1f });
Assert.Equal(0f, Formula.Compile("gsum('none_.*')").Evaluate(ctx), 4);
Assert.Equal(0f, Formula.Compile("gavg('none_.*')").Evaluate(ctx), 4);
}
[Theory]
[InlineData("gsum(leaf)")] // pattern must be a quoted string
[InlineData("gsum('[')")] // invalid regex
[InlineData("gsum('a' 'b')")] // extra token
public void Compile_BadGroupCall_Throws(string expr)
{
Assert.Throws<FormulaException>(() => Formula.Compile(expr));
}
}
@@ -0,0 +1,117 @@
using MrGameEng.Core;
using Xunit;
namespace MrGameEng.Core.Tests;
public class HeadlessHostTests
{
private sealed class CountingScene : Scene
{
public int LoadCount;
public int UnloadCount;
public int UpdateCount;
protected override void OnLoad() => LoadCount++;
protected override void OnUnload() => UnloadCount++;
public override void Update(GameClock clock)
{
UpdateCount++;
base.Update(clock);
}
}
[Fact]
public void RunTicks_AdvancesClock_ByExactFixedStep()
{
var scene = new CountingScene();
using var host = new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 10f }, scene);
host.RunTicks(30);
Assert.Equal(0.1f, host.FixedDeltaTime, 3);
Assert.Equal(30, host.TickCount);
Assert.Equal(3.0, host.Context.Clock.TotalTime, 3);
Assert.Equal(30, scene.UpdateCount);
}
[Fact]
public void FirstTick_LoadsTheInitialScene()
{
var scene = new CountingScene();
using var host = new HeadlessHost(new HeadlessHostOptions(), scene);
Assert.Equal(0, scene.LoadCount);
host.Tick();
Assert.Equal(1, scene.LoadCount);
Assert.Same(scene, host.Context.Scenes.Current);
}
[Fact]
public void Dispose_UnloadsTheActiveScene()
{
var scene = new CountingScene();
var host = new HeadlessHost(new HeadlessHostOptions(), scene);
host.Tick();
host.Dispose();
Assert.Equal(1, scene.UnloadCount);
Assert.Null(host.Context.Scenes.Current);
}
[Fact]
public void Run_StopsWhenCancelled()
{
using var cancellation = new CancellationTokenSource();
var scene = new CancellingScene(cancellation, afterTicks: 5);
using var host = new HeadlessHost(new HeadlessHostOptions { Realtime = false }, scene);
host.Run(cancellation.Token);
Assert.Equal(5, scene.UpdateCount);
}
[Fact]
public void TimeScale_StillApplies_OnTopOfFixedStep()
{
var scene = new CountingScene();
using var host = new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 10f }, scene);
host.Context.Clock.TimeScale = 3f;
host.RunTicks(10);
Assert.Equal(3.0, host.Context.Clock.TotalTime, 3);
Assert.Equal(1.0, host.Context.Clock.UnscaledTotalTime, 3);
}
[Fact]
public void NonPositiveTickRate_Throws()
{
Assert.Throws<ArgumentOutOfRangeException>(() =>
new HeadlessHost(new HeadlessHostOptions { TicksPerSecond = 0f }, new CountingScene())
);
}
private sealed class CancellingScene(CancellationTokenSource cancellation, int afterTicks)
: Scene
{
public int UpdateCount;
protected override void OnLoad() { }
public override void Update(GameClock clock)
{
UpdateCount++;
if (UpdateCount >= afterTicks)
{
cancellation.Cancel();
}
base.Update(clock);
}
}
}
@@ -15,6 +15,14 @@ public class SceneTransitionTests
protected override void OnUnload() => UnloadCount++; protected override void OnUnload() => UnloadCount++;
} }
// Тайминг-машина живёт в ядре и не зависит от визуала перехода —
// тестируем на голой заглушке с длительностями, как у Fade.
private sealed class TimedTransition(float outDuration, float inDuration)
: Transition(outDuration, inDuration);
private static Transition Fade(float duration) =>
new TimedTransition(duration / 2f, duration / 2f);
private static void Tick(EngineContext context, float seconds) private static void Tick(EngineContext context, float seconds)
{ {
context.Clock.Advance(seconds); context.Clock.Advance(seconds);
@@ -31,7 +39,7 @@ public class SceneTransitionTests
Tick(context, 0.016f); Tick(context, 0.016f);
// Fade(1.0) → фаза закрытия 0.5 c, фаза открытия 0.5 c. // Fade(1.0) → фаза закрытия 0.5 c, фаза открытия 0.5 c.
context.Scenes.Switch(second, Transition.Fade(1f)); context.Scenes.Switch(second, Fade(1f));
Tick(context, 0.2f); Tick(context, 0.2f);
Assert.True(context.Scenes.IsTransitioning); Assert.True(context.Scenes.IsTransitioning);
@@ -61,7 +69,7 @@ public class SceneTransitionTests
Tick(context, 0.016f); Tick(context, 0.016f);
context.Clock.TimeScale = 0f; // игра на паузе context.Clock.TimeScale = 0f; // игра на паузе
context.Scenes.Switch(second, Transition.Fade(0.2f)); context.Scenes.Switch(second, Fade(0.2f));
Tick(context, 0.15f); Tick(context, 0.15f);
Tick(context, 0.15f); Tick(context, 0.15f);
@@ -79,7 +87,7 @@ public class SceneTransitionTests
context.Scenes.Switch(first); context.Scenes.Switch(first);
Tick(context, 0.016f); Tick(context, 0.016f);
context.Scenes.Switch(second, Transition.Fade(1f)); context.Scenes.Switch(second, Fade(1f));
Tick(context, 0.1f); Tick(context, 0.1f);
context.Scenes.Switch(third); // передумали, пока экран закрывается context.Scenes.Switch(third); // передумали, пока экран закрывается
@@ -99,12 +107,12 @@ public class SceneTransitionTests
context.Scenes.Switch(first); context.Scenes.Switch(first);
Tick(context, 0.016f); Tick(context, 0.016f);
context.Scenes.Switch(second, Transition.Fade(1f)); // 0.5 c закрытие + 0.5 c открытие context.Scenes.Switch(second, Fade(1f)); // 0.5 c закрытие + 0.5 c открытие
Tick(context, 0.6f); // закрыто, своп на second, началось открытие Tick(context, 0.6f); // закрыто, своп на second, началось открытие
Assert.Same(second, context.Scenes.Current); Assert.Same(second, context.Scenes.Current);
Tick(context, 0.25f); // открытие наполовину (coverage ~0.5) Tick(context, 0.25f); // открытие наполовину (coverage ~0.5)
context.Scenes.Switch(third, Transition.Fade(1f)); // передумали во время открытия context.Scenes.Switch(third, Fade(1f)); // передумали во время открытия
Tick(context, 0.05f); // экран снова закрывается — свопа ещё нет Tick(context, 0.05f); // экран снова закрывается — свопа ещё нет
Assert.Same(second, context.Scenes.Current); Assert.Same(second, context.Scenes.Current);
@@ -124,7 +132,7 @@ public class SceneTransitionTests
context.Scenes.Switch(first); context.Scenes.Switch(first);
Tick(context, 0.016f); Tick(context, 0.016f);
context.Scenes.Switch(second, Transition.Fade(0f)); context.Scenes.Switch(second, Fade(0f));
Tick(context, 0.016f); Tick(context, 0.016f);
Tick(context, 0.016f); Tick(context, 0.016f);
@@ -0,0 +1,17 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<OutputType>Exe</OutputType>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" />
<PackageReference Include="xunit.v3" />
<PackageReference Include="xunit.runner.visualstudio" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\MrGameEng.Host\MrGameEng.Host.csproj" />
</ItemGroup>
</Project>
@@ -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;
}
}