Example #1
0
  @Override
  public boolean step() {
    NetworkSystem networkSystem = context.get(NetworkSystem.class);
    WorldAtlas atlas =
        new WorldAtlasImpl(context.get(Config.class).getRendering().getMaxTextureAtlasResolution());
    context.put(WorldAtlas.class, atlas);

    BlockManagerImpl blockManager;
    if (networkSystem.getMode().isAuthority()) {
      blockManager = new BlockManagerImpl(atlas, context.get(AssetManager.class), true);
      blockManager.subscribe(context.get(NetworkSystem.class));
    } else {
      blockManager = new BlockManagerImpl(atlas, context.get(AssetManager.class), false);
    }
    context.put(BlockManager.class, blockManager);
    context
        .get(TypeSerializationLibrary.class)
        .add(Block.class, new BlockTypeHandler(blockManager));
    context
        .get(TypeSerializationLibrary.class)
        .add(BlockFamily.class, new BlockFamilyTypeHandler(blockManager));

    blockManager.initialise(
        gameManifest.getRegisteredBlockFamilies(), gameManifest.getBlockIdMap());

    return true;
  }
  private void addPlayersToSaveTransaction(
      SaveTransactionBuilder saveTransactionBuilder, NetworkSystem networkSystem) {
    unloadedAndSavingPlayerMap.clear();
    /**
     * New entries might be added concurrently. By using putAll + clear to transfer entries we might
     * loose new ones added in between putAll and clear. By iterating we can make sure that all
     * entities removed from unloadedAndUnsavedPlayerMap get added to unloadedAndSavingPlayerMap.
     */
    Iterator<Map.Entry<String, EntityData.PlayerStore>> unsavedEntryIterator =
        unloadedAndUnsavedPlayerMap.entrySet().iterator();
    while (unsavedEntryIterator.hasNext()) {
      Map.Entry<String, EntityData.PlayerStore> entry = unsavedEntryIterator.next();
      unloadedAndSavingPlayerMap.put(entry.getKey(), entry.getValue());
      unsavedEntryIterator.remove();
    }

    for (Client client : networkSystem.getPlayers()) {
      // If there is a newer undisposed version of the player,we don't need to save the disposed
      // version:
      unloadedAndSavingPlayerMap.remove(client.getId());
      EntityRef character = client.getEntity().getComponent(ClientComponent.class).character;
      saveTransactionBuilder.addLoadedPlayer(client.getId(), createPlayerStore(client, character));
    }

    for (Map.Entry<String, EntityData.PlayerStore> entry : unloadedAndSavingPlayerMap.entrySet()) {
      saveTransactionBuilder.addUnloadedPlayer(entry.getKey(), entry.getValue());
    }
  }
Example #3
0
 @ReceiveEvent
 public void onPlaySound(PlaySoundForOwnerEvent playSoundEvent, EntityRef entity) {
   ClientComponent clientComponent =
       networkSystem.getOwnerEntity(entity).getComponent(ClientComponent.class);
   if (clientComponent != null && !clientComponent.local) {
     return;
   }
   audioManager.playSound(
       playSoundEvent.getSound(), playSoundEvent.getVolume(), AudioManager.PRIORITY_HIGH);
 }
 @Override
 public String getMetrics() {
   // only update the metric a minimum once a second, cache the result
   long currentTime = time.getGameTimeInMs();
   long timeDifference = currentTime - lastTime;
   if (timeDifference >= 1000) {
     StringBuilder builder = new StringBuilder();
     builder.append(getName());
     builder.append("\n");
     builder.append(String.format("Elapsed: %dms%n", timeDifference));
     builder.append(String.format("In Msg: %d%n", networkSystem.getIncomingMessagesDelta()));
     builder.append(String.format("In Bytes: %d%n", networkSystem.getIncomingBytesDelta()));
     builder.append(String.format("Out Msg: %d%n", networkSystem.getOutgoingMessagesDelta()));
     builder.append(String.format("Out Bytes: %d%n", networkSystem.getOutgoingBytesDelta()));
     if (lastTime != 0) {
       // ignore the first update as it will not have useful data
       lastMetric = builder.toString();
     }
     lastTime = currentTime;
   }
   return lastMetric;
 }
 private boolean isRunModeAllowSaving() {
   NetworkSystem networkSystem = CoreRegistry.get(NetworkSystem.class);
   return networkSystem.getMode().isAuthority();
 }
 @Override
 public boolean isAvailable() {
   return networkSystem.getMode() != NetworkMode.NONE;
 }
Example #7
0
  /**
   * The main loop runs until the EngineState is set back to INITIALIZED by shutdown() or until the
   * OS requests the application's window to be closed. Engine cleanup and disposal occur
   * afterwards.
   */
  private void mainLoop() {
    NetworkSystem networkSystem = CoreRegistry.get(NetworkSystem.class);

    DisplayDevice display = CoreRegistry.get(DisplayDevice.class);

    PerformanceMonitor.startActivity("Other");
    // MAIN GAME LOOP
    while (engineState == EngineState.RUNNING && !display.isCloseRequested()) {

      long totalDelta;
      float updateDelta;
      float subsystemsDelta;

      // Only process rendering and updating once a second
      if (!display.isActive() && isHibernationAllowed()) {
        time.setPaused(true);
        Iterator<Float> updateCycles = time.tick();
        while (updateCycles.hasNext()) {
          updateCycles.next();
        }
        try {
          Thread.sleep(100);
        } catch (InterruptedException e) {
          logger.warn("Display inactivity sleep interrupted", e);
        }

        display.processMessages();
        time.setPaused(false);
        continue;
      }

      processPendingState();

      if (currentState == null) {
        shutdown();
        break;
      }

      Iterator<Float> updateCycles = time.tick();

      try (Activity ignored = PerformanceMonitor.startActivity("Network Update")) {
        networkSystem.update();
      }

      totalDelta = 0;
      while (updateCycles.hasNext()) {
        updateDelta = updateCycles.next(); // gameTime gets updated here!
        totalDelta += time.getDeltaInMs();
        try (Activity ignored = PerformanceMonitor.startActivity("Main Update")) {
          currentState.update(updateDelta);
        }
      }

      subsystemsDelta = totalDelta / 1000f;

      for (EngineSubsystem subsystem : getSubsystems()) {
        try (Activity ignored =
            PerformanceMonitor.startActivity(subsystem.getClass().getSimpleName())) {
          subsystem.preUpdate(currentState, subsystemsDelta);
        }
      }

      // Waiting processes are set by modules via GameThread.a/synch() methods.
      GameThread.processWaitingProcesses();

      for (EngineSubsystem subsystem : getSubsystems()) {
        try (Activity ignored =
            PerformanceMonitor.startActivity(subsystem.getClass().getSimpleName())) {
          subsystem.postUpdate(currentState, subsystemsDelta);
        }
      }

      PerformanceMonitor.rollCycle();
      PerformanceMonitor.startActivity("Other");
    }
    PerformanceMonitor.endActivity();

    // This becomes important only if display.isCloseRequested() is true.
    // In all other circumstances the EngineState is already set to
    // INITIALIZED by the time the flow gets here.
    engineState = EngineState.INITIALIZED;
  }
  @Before
  public void setup() {
    GameThread.setGameThread();
    AssetManager assetManager =
        CoreRegistry.put(
            AssetManager.class,
            new AssetManager(new ModuleManagerImpl(new ModuleSecurityManager())));
    assetManager.setAssetFactory(
        AssetType.PREFAB,
        new AssetFactory<PrefabData, Prefab>() {

          @Override
          public Prefab buildAsset(AssetUri uri, PrefabData data) {
            return new PojoPrefab(uri, data);
          }
        });
    EntitySystemBuilder builder = new EntitySystemBuilder();

    CoreRegistry.put(ComponentSystemManager.class, mock(ComponentSystemManager.class));

    blockManager =
        CoreRegistry.put(
            BlockManager.class,
            new BlockManagerImpl(mock(WorldAtlas.class), new DefaultBlockFamilyFactoryRegistry()));
    NetworkSystem networkSystem = mock(NetworkSystem.class);
    when(networkSystem.getMode()).thenReturn(NetworkMode.NONE);
    entityManager = builder.build(moduleManager, networkSystem, new ReflectionReflectFactory());
    worldStub = new WorldProviderCoreStub(BlockManager.getAir());
    worldProvider = new EntityAwareWorldProvider(worldStub, entityManager);

    plainBlock = new Block();
    blockManager.addBlockFamily(
        new SymmetricFamily(new BlockUri("test:plainBlock"), plainBlock), true);

    blockWithString = new Block();
    PrefabData prefabData = new PrefabData();
    prefabData.addComponent(new StringComponent("Test"));
    Assets.generateAsset(
        new AssetUri(AssetType.PREFAB, "test:prefabWithString"), prefabData, Prefab.class);
    blockWithString.setPrefab("test:prefabWithString");
    blockManager.addBlockFamily(
        new SymmetricFamily(new BlockUri("test:blockWithString"), blockWithString), true);

    blockWithDifferentString = new Block();
    prefabData = new PrefabData();
    prefabData.addComponent(new StringComponent("Test2"));
    Assets.generateAsset(
        new AssetUri(AssetType.PREFAB, "test:prefabWithDifferentString"), prefabData, Prefab.class);
    blockWithDifferentString.setPrefab("test:prefabWithDifferentString");
    blockManager.addBlockFamily(
        new SymmetricFamily(
            new BlockUri("test:blockWithDifferentString"), blockWithDifferentString),
        true);

    blockWithRetainedComponent = new Block();
    prefabData = new PrefabData();
    prefabData.addComponent(new RetainedOnBlockChangeComponent(3));
    Assets.generateAsset(
        new AssetUri(AssetType.PREFAB, "test:prefabWithRetainedComponent"),
        prefabData,
        Prefab.class);
    blockWithRetainedComponent.setPrefab("test:prefabWithRetainedComponent");
    blockManager.addBlockFamily(
        new SymmetricFamily(
            new BlockUri("test:blockWithRetainedComponent"), blockWithRetainedComponent),
        true);

    blockInFamilyOne = new Block();
    blockInFamilyOne.setKeepActive(true);
    blockInFamilyOne.setPrefab("test:prefabWithString");
    blockInFamilyTwo = new Block();
    blockInFamilyTwo.setPrefab("test:prefabWithString");
    blockInFamilyTwo.setKeepActive(true);
    blockManager.addBlockFamily(
        new HorizontalBlockFamily(
            new BlockUri("test:blockFamily"),
            ImmutableMap.<Side, Block>of(
                Side.FRONT,
                blockInFamilyOne,
                Side.LEFT,
                blockInFamilyTwo,
                Side.RIGHT,
                blockInFamilyTwo,
                Side.BACK,
                blockInFamilyOne),
            Collections.<String>emptyList()),
        true);

    keepActiveBlock = new Block();
    keepActiveBlock.setKeepActive(true);
    keepActiveBlock.setPrefab("test:prefabWithString");
    blockManager.addBlockFamily(
        new SymmetricFamily(new BlockUri("test:keepActiveBlock"), keepActiveBlock), true);

    worldProvider.initialise();
  }