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using System.Collections.Generic;
using Photon.Deterministic;
using System;
using Quantum.Core;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
using Quantum.Inspector;
using System.Collections.ObjectModel;
using System.Threading.Tasks;
using Quantum;
using Quantum.Profiling;
using Quantum.Allocator;
using System.Collections.Specialized;
using System.Threading;
using Quantum.Prototypes;
using System.Reflection;
using Quantum.Task;
using System.Runtime.CompilerServices;
// Core/CommandSetup.cs
namespace Quantum {
public static partial class DeterministicCommandSetup {
public static IDeterministicCommandFactory[] GetCommandFactories(RuntimeConfig gameConfig, SimulationConfig simulationConfig) {
var factories = new List<IDeterministicCommandFactory>() {
// pre-defined core commands
Core.DebugCommand.CreateCommand(),
new DeterministicCommandPool<Core.CompoundCommand>(),
};
AddCommandFactoriesUser(factories, gameConfig, simulationConfig);
#pragma warning disable 618 // Use of obsolete members
var obsoleteCommandsCreated = CommandSetup.CreateCommands(gameConfig, simulationConfig);
if (obsoleteCommandsCreated != null && obsoleteCommandsCreated.Length > 0) {
Log.Warn("'CommandSetup.CreateCommands' is now deprecated. " +
"Implement a partial declaration of '" + nameof(DeterministicCommandSetup) + "." + nameof(AddCommandFactoriesUser) + "' instead, as shown on 'CommandSetup.User.cs' available on the SDK package." +
"Command instances can be used as factories of their own type.");
factories.AddRange(obsoleteCommandsCreated);
}
#pragma warning restore 618
return factories.ToArray();
}
static partial void AddCommandFactoriesUser(ICollection<IDeterministicCommandFactory> factories, RuntimeConfig gameConfig, SimulationConfig simulationConfig);
}
}
// Core/Collision.cs
namespace Quantum {
/// <summary>
/// Interface for receiving callbacks once per frame while two non-trigger 2D colliders are touching.
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine2D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics2dApi
public interface ISignalOnCollision2D : ISignal {
/// <summary>
/// Called once per frame while two non-trigger 2D colliders are touching.
/// </summary>
/// <param name="f">The frame in which the collision happened.</param>
/// <param name="info">The <see cref="CollisionInfo2D"/> with data about the collision.</param>
/// \ingroup Physics2dApi
void OnCollision2D(Frame f, CollisionInfo2D info);
}
/// <summary>
/// Interface for receiving callbacks once two non-trigger 2D colliders start touching.
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine2D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics2dApi
public interface ISignalOnCollisionEnter2D : ISignal {
/// <summary>
/// Called once two non-trigger 2D colliders start touching.
/// </summary>
/// <param name="f">The frame in which the collision happened.</param>
/// <param name="info">The <see cref="CollisionInfo2D"/> with data about the collision.</param>
/// \ingroup Physics2dApi
void OnCollisionEnter2D(Frame f, CollisionInfo2D info);
}
/// <summary>
/// Interface for receiving callbacks once two non-trigger 2D colliders stop touching.
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine2D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics2dApi
public interface ISignalOnCollisionExit2D : ISignal {
/// <summary>
/// Called once two non-trigger 2D colliders stop touching.
/// </summary>
/// <param name="f">The frame in which the entities stopped touching.</param>
/// <param name="info">The <see cref="ExitInfo2D"/> with the entities that were touching.</param>
/// \ingroup Physics2dApi
void OnCollisionExit2D(Frame f, ExitInfo2D info);
}
/// <summary>
/// Interface for receiving callbacks once per frame while a non-trigger and a trigger 2D colliders are touching.
/// <remarks>No collision is checked between two kinematic colliders that are both trigger or both non-trigger.</remarks>
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine2D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics2dApi
public interface ISignalOnTrigger2D : ISignal {
/// <summary>
/// Called once per frame while a non-trigger and a trigger 2D colliders are touching.
/// </summary>
/// <param name="f">The frame in which the collision happened.</param>
/// <param name="info">The <see cref="TriggerInfo2D"/> with data about the trigger collision.</param>
/// \ingroup Physics2dApi
void OnTrigger2D(Frame f, TriggerInfo2D info);
}
/// <summary>
/// Interface for receiving callbacks once a non-trigger and a trigger 2D colliders start touching.
/// <remarks>No collision is checked between two kinematic colliders that are both trigger or both non-trigger.</remarks>
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine2D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics2dApi
public interface ISignalOnTriggerEnter2D : ISignal {
/// <summary>
/// Called once a non-trigger and a trigger 2D colliders start touching.
/// </summary>
/// <param name="f">The frame in which the collision happened.</param>
/// <param name="info">The <see cref="TriggerInfo2D"/> with data about the trigger collision.</param>
/// \ingroup Physics2dApi
void OnTriggerEnter2D(Frame f, TriggerInfo2D info);
}
/// <summary>
/// Interface for receiving callbacks once a non-trigger and a trigger 2D colliders stop touching.
/// <remarks>No collision is checked between two kinematic colliders that are both trigger or both non-trigger.</remarks>
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine2D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics2dApi
public interface ISignalOnTriggerExit2D : ISignal {
/// <summary>
/// Called once a non-trigger and a trigger 2D colliders stop touching.
/// </summary>
/// <param name="f">The frame in which the entities stopped touching.</param>
/// <param name="info">The <see cref="ExitInfo2D"/> with the entities that were touching.</param>
/// \ingroup Physics2dApi
void OnTriggerExit2D(Frame f, ExitInfo2D info);
}
/// <summary>
/// Interface for receiving callbacks once per frame while two non-trigger 3D colliders are touching.
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine3D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics3dApi
public interface ISignalOnCollision3D : ISignal {
/// <summary>
/// Called once per frame while two non-trigger 3D colliders are touching.
/// </summary>
/// <param name="f">The frame in which the collision happened.</param>
/// <param name="info">The <see cref="CollisionInfo3D"/> with data about the collision.</param>
/// \ingroup Physics3dApi
void OnCollision3D(Frame f, CollisionInfo3D info);
}
/// <summary>
/// Interface for receiving callbacks once two non-trigger 3D colliders start touching.
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine3D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics3dApi
public interface ISignalOnCollisionEnter3D : ISignal {
/// <summary>
/// Called once two non-trigger 3D colliders start touching.
/// </summary>
/// <param name="f">The frame in which the collision happened.</param>
/// <param name="info">The <see cref="CollisionInfo3D"/> with data about the collision.</param>
/// \ingroup Physics3dApi
void OnCollisionEnter3D(Frame f, CollisionInfo3D info);
}
/// <summary>
/// Interface for receiving callbacks once two non-trigger 3D colliders stop touching.
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine3D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics3dApi
public interface ISignalOnCollisionExit3D : ISignal {
/// <summary>
/// Called once two non-trigger 3D colliders stop touching.
/// </summary>
/// <param name="f">The frame in which the entities stopped touching.</param>
/// <param name="info">The <see cref="ExitInfo3D"/> with the entities that were touching.</param>
/// \ingroup Physics3dApi
void OnCollisionExit3D(Frame f, ExitInfo3D info);
}
/// <summary>
/// Interface for receiving callbacks once per frame while a non-trigger and a trigger 3D colliders are touching.
/// <remarks>No collision is checked between two kinematic colliders that are both trigger or both non-trigger.</remarks>
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine3D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics3dApi
public interface ISignalOnTrigger3D : ISignal {
/// <summary>
/// Called once per frame while a non-trigger and a trigger 3D colliders are touching.
/// </summary>
/// <param name="f">The frame in which the collision happened.</param>
/// <param name="info">The <see cref="TriggerInfo3D"/> with data about the trigger collision.</param>
/// \ingroup Physics3dApi
void OnTrigger3D(Frame f, TriggerInfo3D info);
}
/// <summary>
/// Interface for receiving callbacks once a non-trigger and a trigger 3D colliders start touching.
/// <remarks>No collision is checked between two kinematic colliders that are both trigger or both non-trigger.</remarks>
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine3D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics3dApi
public interface ISignalOnTriggerEnter3D : ISignal {
/// <summary>
/// Called once a non-trigger and a trigger 3D colliders start touching.
/// </summary>
/// <param name="f">The frame in which the collision happened.</param>
/// <param name="info">The <see cref="TriggerInfo3D"/> with data about the trigger collision.</param>
/// \ingroup Physics3dApi
void OnTriggerEnter3D(Frame f, TriggerInfo3D info);
}
/// <summary>
/// Interface for receiving callbacks once a non-trigger and a trigger 3D colliders stop touching.
/// <remarks>No collision is checked between two kinematic colliders that are both trigger or both non-trigger.</remarks>
/// <remarks>At least one of the entities involved in a collision must have the respective <see cref="CallbackFlags"/> set for the callback to be called.</remarks>
/// <remarks>See <see cref="PhysicsEngine3D.SetCallbacks"/> for setting the callbacks flags to an entity.</remarks>
/// </summary>
/// \ingroup Physics3dApi
public interface ISignalOnTriggerExit3D : ISignal {
/// <summary>
/// Called once a non-trigger and a trigger 3D colliders stop touching.
/// </summary>
/// <param name="f">The frame in which the entities stopped touching.</param>
/// <param name="info">The <see cref="ExitInfo3D"/> with the entities that were touching.</param>
/// \ingroup Physics3dApi
void OnTriggerExit3D(Frame f, ExitInfo3D info);
}
}
// Core/Frame.cs
namespace Quantum {
/// <summary>
/// The user implementation of <see cref="FrameBase"/> that resides in the project quantum_state and has access to all user relevant classes.
/// </summary>
/// \ingroup FrameClass
public unsafe partial class Frame : Core.FrameBase {
public const int DumpFlag_NoSimulationConfig = 1 << 1;
public const int DumpFlag_NoRuntimeConfig = 1 << 3;
public const int DumpFlag_NoDeterministicSessionConfig = 1 << 4;
public const int DumpFlag_NoRuntimePlayers = 1 << 5;
public const int DumpFlag_NoDynamicDB = 1 << 6;
public const int DumpFlag_ReadableDynamicDB = 1 << 7;
public const int DumpFlag_PrintRawValues = 1 << 8;
public const int DumpFlag_ComponentChecksums = 1 << 9;
public const int DumpFlag_AssetDBCheckums = 1 << 10;
public const int DumpFlag_NoIsVerified = 1 << 11;
[Obsolete("Use DumpFlag_ComponentChecksums")]
public const int DumpFlag_PrintComponentChecksums = DumpFlag_ComponentChecksums;
[Obsolete("Use DumpFlag_ReadableDynamicDB")]
public const int DumpFlag_PrintReadableDynamicDB = DumpFlag_ReadableDynamicDB;
struct RuntimePlayerData {
public Int32 ActorId;
public Byte[] Data;
public RuntimePlayer Player;
}
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
_globals_* _globals;
// configs
RuntimeConfig _runtimeConfig;
SimulationConfig _simulationConfig;
DeterministicSessionConfig _sessionConfig;
// systems
SystemBase[] _systemsAll;
SystemBase[] _systemsRoots;
Dictionary<Type, Int32> _systemIndexByType;
// player data
PersistentMap<Int32, RuntimePlayerData> _playerData;
ISignalOnPlayerDataSet[] _ISignalOnPlayerDataSet;
// 2D Physics collision signals
ISignalOnCollision2D[] _ISignalOnCollision2DSystems;
ISignalOnCollisionEnter2D[] _ISignalOnCollisionEnter2DSystems;
ISignalOnCollisionExit2D[] _ISignalOnCollisionExit2DSystems;
// 2D Physics trigger signals
ISignalOnTrigger2D[] _ISignalOnTrigger2DSystems;
ISignalOnTriggerEnter2D[] _ISignalOnTriggerEnter2DSystems;
ISignalOnTriggerExit2D[] _ISignalOnTriggerExit2DSystems;
// 3D Physics collision signals
ISignalOnCollision3D[] _ISignalOnCollision3DSystems;
ISignalOnCollisionEnter3D[] _ISignalOnCollisionEnter3DSystems;
ISignalOnCollisionExit3D[] _ISignalOnCollisionExit3DSystems;
// 3D Physics trigger signals
ISignalOnTrigger3D[] _ISignalOnTrigger3DSystems;
ISignalOnTriggerEnter3D[] _ISignalOnTriggerEnter3DSystems;
ISignalOnTriggerExit3D[] _ISignalOnTriggerExit3DSystems;
ISignalOnNavMeshWaypointReached[] _ISignalOnNavMeshWaypointReachedSystems;
ISignalOnNavMeshSearchFailed[] _ISignalOnNavMeshSearchFailedSystems;
ISignalOnNavMeshMoveAgent[] _ISignalOnNavMeshMoveAgentSystems;
ISignalOnMapChanged[] _ISignalOnMapChangedSystems;
ISignalOnEntityPrototypeMaterialized[] _ISignalOnEntityPrototypeMaterializedSystems;
ISignalOnPlayerConnected[] _ISignalOnPlayerConnectedSystems;
ISignalOnPlayerDisconnected[] _ISignalOnPlayerDisconnectedSystems;
/// <summary>
/// Access the global struct with generated values from the DSL.
/// </summary>
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
public _globals_* Global { get { return _globals; } }
/// <summary>
/// The randomization session started with the seed from the <see cref="RuntimeConfig"/> used to start the simulation with.
/// </summary>
/// <para>Supports determinism under roll-backs.</para>
/// <para>If random is used in conjunction with the prediction area feature the session needs to be stored on the entities themselves.</para>
[DebuggerBrowsable(DebuggerBrowsableState.Never)]
public RNGSession* RNG { get { return &_globals->RngSession; } }
/// <summary>
/// Defines the amount of player in this Quantum session.
/// </summary>
/// The value is takes from the Deterministic session config.
public Int32 PlayerCount { get { return _sessionConfig.PlayerCount; } }
public override NavMeshRegionMask* NavMeshRegionMask => &_globals->NavMeshRegions;
public override FrameMetaData* FrameMetaData => &_globals->FrameMetaData;
public override CommitCommandsModes CommitCommandsMode => SimulationConfig.Entities.CommitCommandsMode;
/// <summary>
/// Access the signal API.\n
/// Signals are function signatures used as a decoupled inter-system communication API (a bit like a publisher/subscriber API or observer pattern).
/// </summary>
/// Custom signals are defined in the DSL.
public FrameSignals Signals;
/// <summary>
/// Access the event API.\n
/// Events are a fine-grained solution to communicate things that happen inside the simulation to the rendering engine (they should never be used to modify/update part of the game state).
/// </summary>
/// Custom events are defined in the DSL.
public FrameEvents Events;
/// <summary>
/// Access to the assets API
/// </summary>
public FrameAssets Assets;
/// <summary>
/// The frame user context
/// </summary>
public new FrameContextUser Context {
get { return (FrameContextUser)base.Context; }
}
/// <summary>
/// The <see cref="RuntimeConfig"/> used for this session.
/// </summary>
public RuntimeConfig RuntimeConfig { get { return _runtimeConfig; } internal set { _runtimeConfig = value; } }
/// <summary>
/// The <see cref="SimulationConfig"/> used for this session.
/// </summary>
public SimulationConfig SimulationConfig { get { return _simulationConfig; } internal set { _simulationConfig = value; } }
/// <summary>
/// The <see cref="DeterministicSessionConfig"/> used for this session.
/// </summary>
public DeterministicSessionConfig SessionConfig { get { return _sessionConfig; } internal set { _sessionConfig = value; } }
/// <summary>
/// All systems running in the session.
/// </summary>
public SystemBase[] SystemsAll { get { return _systemsAll; } }
/// <summary>
/// See <see cref="SimulationRate"/>. This getter acquires the value from the <see cref="SessionConfig"/> though.
/// </summary>
public override int UpdateRate { get { return _sessionConfig.UpdateFPS; } }
/// <summary>
/// Globally access the physics settings which are taken from the <see cref="SimulationConfig"/> during the Frame constructor.
/// </summary>
public sealed override PhysicsSceneSettings* PhysicsSceneSettings { get { return &_globals->PhysicsSettings; } }
/// <summary>
/// Delta time in seconds. Can be set during run-time.
/// </summary>
public override FP DeltaTime {
get { return _globals->DeltaTime; }
set { _globals->DeltaTime = value; }
}
/// <summary>
/// Retrieves the Quantum map asset. Can be set during run-time.
/// </summary>
/// If assigned value is different than the current one, signal <see cref="ISignalOnMapChanged"/> is raised.
public sealed override Map Map {
get { return FindAsset<Map>(_globals->Map.Id); }
set {
AssetRefMap newValue = value;
var previousValue = _globals->Map;
if (previousValue.Id != newValue.Id) {
_globals->Map = newValue;
Signals.OnMapChanged(previousValue);
}
}
}
public Frame(FrameContext context, SystemBase[] systemsAll, SystemBase[] systemsRoots, DeterministicSessionConfig sessionConfig, RuntimeConfig runtimeConfig, SimulationConfig simulationConfig, FP deltaTime) : base(context) {
Assert.Check(context != null);
_systemsAll = systemsAll;
_systemsRoots = systemsRoots;
_runtimeConfig = runtimeConfig;
_simulationConfig = simulationConfig;
_sessionConfig = sessionConfig;
_playerData = new PersistentMap<Int32, RuntimePlayerData>();
AllocGen();
InitStatic();
InitGen();
Assets = new FrameAssets(this);
Events = new FrameEvents(this);
Signals = new FrameSignals(this);
Unsafe = new FrameBaseUnsafe(this);
Physics2D = new Physics2D.PhysicsEngine2D.Api(this, context.TaskContext.ThreadCount);
Physics3D = new Physics3D.PhysicsEngine3D.Api(this, context.TaskContext.ThreadCount);
// player data set signal
_ISignalOnPlayerDataSet = BuildSignalsArray<ISignalOnPlayerDataSet>();
// 2D Physics collision signals
_ISignalOnCollision2DSystems = BuildSignalsArray<ISignalOnCollision2D>();
_ISignalOnCollisionEnter2DSystems = BuildSignalsArray<ISignalOnCollisionEnter2D>();
_ISignalOnCollisionExit2DSystems = BuildSignalsArray<ISignalOnCollisionExit2D>();
// 2D Physics trigger signals
_ISignalOnTrigger2DSystems = BuildSignalsArray<ISignalOnTrigger2D>();
_ISignalOnTriggerEnter2DSystems = BuildSignalsArray<ISignalOnTriggerEnter2D>();
_ISignalOnTriggerExit2DSystems = BuildSignalsArray<ISignalOnTriggerExit2D>();
// 3D Physics collision signals
_ISignalOnCollision3DSystems = BuildSignalsArray<ISignalOnCollision3D>();
_ISignalOnCollisionEnter3DSystems = BuildSignalsArray<ISignalOnCollisionEnter3D>();
_ISignalOnCollisionExit3DSystems = BuildSignalsArray<ISignalOnCollisionExit3D>();
// 3D Physics trigger signals
_ISignalOnTrigger3DSystems = BuildSignalsArray<ISignalOnTrigger3D>();
_ISignalOnTriggerEnter3DSystems = BuildSignalsArray<ISignalOnTriggerEnter3D>();
_ISignalOnTriggerExit3DSystems = BuildSignalsArray<ISignalOnTriggerExit3D>();
_ISignalOnNavMeshWaypointReachedSystems = BuildSignalsArray<ISignalOnNavMeshWaypointReached>();
_ISignalOnNavMeshSearchFailedSystems = BuildSignalsArray<ISignalOnNavMeshSearchFailed>();
_ISignalOnNavMeshMoveAgentSystems = BuildSignalsArray<ISignalOnNavMeshMoveAgent>();
// map changed signal
_ISignalOnMapChangedSystems = BuildSignalsArray<ISignalOnMapChanged>();
// prototype materialized signal
_ISignalOnEntityPrototypeMaterializedSystems = BuildSignalsArray<ISignalOnEntityPrototypeMaterialized>();
if ( _ISignalOnEntityPrototypeMaterializedSystems.Length > 0 ) {
base._SignalOnEntityPrototypeMaterialized = (entity, prototype) => Signals.OnEntityPrototypeMaterialized(entity, prototype);
}
_ISignalOnPlayerConnectedSystems = BuildSignalsArray<ISignalOnPlayerConnected>();
_ISignalOnPlayerDisconnectedSystems = BuildSignalsArray<ISignalOnPlayerDisconnected>();
// assign map, rng session, etc.
_globals->Map = FindAsset<Map>(runtimeConfig.Map.Id);
_globals->RngSession = new RNGSession(runtimeConfig.Seed);
_globals->DeltaTime = deltaTime;
_systemIndexByType = new Dictionary<Type, Int32>(_systemsAll.Length);
for (Int32 i = 0; i < _systemsAll.Length; ++i) {
var systemType = _systemsAll[i].GetType();
if (_systemIndexByType.ContainsKey(systemType) == false) {
_systemIndexByType.Add(systemType, i);
}
// set default enabled systems
if (_systemsAll[i].StartEnabled) {
_globals->Systems.Set(_systemsAll[i].RuntimeIndex);
}
}
// init physics settings
Quantum.PhysicsSceneSettings.Init(&_globals->PhysicsSettings, simulationConfig.Physics);
// Init navmesh regions to all bit fields to be set
ClearAllNavMeshRegions();
// user callbacks
AllocUser();
InitUser();
}
/// <summary>
/// Set the prediction area.
/// </summary>
/// <param name="position">Center of the prediction area</param>
/// <param name="radius">Radius of the prediction area</param>
/// <para>The Prediction Culling feature must be explicitly enabled in <see cref="SimulationConfig.UsePredictionArea"/>.</para>
/// <para>This can be safely called from the main-thread.</para>
/// <para>Prediction Culling allows developers to save CPU time in games where the player has only a partial view of the game scene.
/// Quantum prediction and rollbacks, which are time consuming, will only run for important entities that are visible to the local player(s). Leaving anything outside that area to be simulated only once per tick with no rollbacks as soon as the inputs are confirmed from server.
/// It is safe and simple to activate and, depending on the game, the performance difference can be quite large.Imagine a 30Hz game to constantly rollback ten ticks for every confirmed input (with more players, the predictor eventually misses at least for one of them). This requires the game simulation to be lightweight to be able to run at almost 300Hz(because of the rollbacks). With Prediction Culling enabled the full frames will be simulated at the expected 30Hz all the time while the much smaller prediction area is the only one running within the prediction buffer.</para>
public void SetPredictionArea(FPVector3 position, FP radius) {
Context.SetPredictionArea(position, radius);
}
/// <summary>
/// See <see cref="SetPredictionArea(FPVector3, FP)"/>.
/// </summary>
/// <param name="position"></param>
/// <param name="radius"></param>
public void SetPredictionArea(FPVector2 position, FP radius) {
Context.SetPredictionArea(position.XOY, radius);
}
/// <summary>
/// Test is a position is inside the prediction area.
/// </summary>
/// <param name="position">Position</param>
/// <returns>True if the position is inside the prediction area.</returns>
public Boolean InPredictionArea(FPVector3 position) {
return Context.InPredictionArea(this, position);
}
/// <summary>
/// See <see cref="InPredictionArea(FPVector3)"/>.
/// </summary>
/// <param name="position"></param>
/// <returns></returns>
public Boolean InPredictionArea(FPVector2 position) {
return Context.InPredictionArea(this, position);
}
/// <summary>
/// Serializes the frame using a temporary buffer (20MB).
/// </summary>
/// <param name="mode"></param>
/// <returns></returns>
public override Byte[] Serialize(DeterministicFrameSerializeMode mode) {
return Serialize(mode, new byte[1024 * 1024 * 20], allocOutput: true).Array;
}
/// <summary>
/// Serializes the frame using <paramref name="buffer"/> as a buffer for temporary data.
///
/// If <paramref name="allocOutput"/> is set to false, then <paramref name="buffer"/> is also used for the final data - use offset and count from the result to access
/// the part of <paramref name="buffer"/> where serialized frame is stored.
///
/// If <paramref name="allocOutput"/> is set to true then a new array is allocated for the result.
///
/// Despite accepting a buffer, this method still allocates a few small temporary objects.
/// <see cref="IAssetSerializer.SerializeAssets(System.Collections.Generic.IEnumerable{AssetObject})"/> is also going
/// to allocate when serializing DynamicAssetDB, but how much depends on the serializer itself and the number of dynamic assets.
/// </summary>
/// <param name="mode"></param>
/// <param name="buffer"></param>
/// <param name="offset"></param>
/// <param name="allocOutput"></param>
/// <returns>Segment of <paramref name="buffer"/> where the serialized frame is stored</returns>
/// <remarks>Do not serialize during GameStart callback because systems have not been initialized, yet. Rather use CallbackSimulateFinished to wait for the first update.</remarks>
public ArraySegment<byte> Serialize(DeterministicFrameSerializeMode mode, byte[] buffer, int offset = 0, bool allocOutput = false) {
offset = ByteUtils.AddValueBlock((int)mode, buffer, offset);
offset = ByteUtils.AddValueBlock(Number, buffer, offset);
offset = ByteUtils.AddValueBlock(CalculateChecksum(false), buffer, offset);
BitStream stream;
{
offset = ByteUtils.BeginByteBlockHeader(buffer, offset, out var blockOffset);
stream = new BitStream(buffer, buffer.Length - offset, offset) {
Writing = true
};
SerializeRuntimePlayers(stream);
offset = ByteUtils.EndByteBlockHeader(buffer, blockOffset, stream.BytesRequired);
}
{
offset = ByteUtils.BeginByteBlockHeader(buffer, offset, out var blockOffset);
stream.SetBuffer(buffer, buffer.Length - offset, offset);
var serializer = new FrameSerializer(mode, this, stream) {
Writing = true
};
SerializeState(serializer);
offset = ByteUtils.EndByteBlockHeader(buffer, blockOffset, stream.BytesRequired);
}
_dynamicAssetDB.Serialize(Context.AssetSerializer, out var assetDBHeader, out var assetDBData);
{
// write the header for the byte block but don't actually copy into the buffer
// - we'll do that later during the compression stage
offset = ByteUtils.BeginByteBlockHeader(buffer, offset, out var blockOffset);
ByteUtils.EndByteBlockHeader(buffer, blockOffset, assetDBHeader.Length + assetDBData.Length);
}
using (var outputStream = allocOutput ? new MemoryStream() : new MemoryStream(buffer, offset, buffer.Length - offset)) {
using (var compressedOutput = ByteUtils.CreateGZipCompressStream(outputStream)) {
compressedOutput.Write(buffer, 0, offset);
compressedOutput.Write(assetDBHeader, 0, assetDBHeader.Length);
compressedOutput.Write(assetDBData, 0, assetDBData.Length);
}
if (allocOutput) {
return new ArraySegment<byte>(outputStream.ToArray());
} else {
return new ArraySegment<byte>(buffer, offset, (int)outputStream.Position);
}
}
}
public override void Deserialize(Byte[] data) {
var blocks = ByteUtils.ReadByteBlocks(ByteUtils.GZipDecompressBytes(data)).ToArray();
var mode = (DeterministicFrameSerializeMode)BitConverter.ToInt32(blocks[0], 0);
Number = BitConverter.ToInt32(blocks[1], 0);
var checksum = BitConverter.ToUInt64(blocks[2], 0);
DeserializeRuntimePlayers(blocks[3]);
DeserializeDynamicAssetDB(blocks[5]);
FrameSerializer serializer;
serializer = new FrameSerializer(mode, this, blocks[4]);
serializer.Reading = true;
SerializeState(serializer);
serializer.VerifyNoUnresolvedPointers();
if (CalculateChecksum(false) != checksum) {
throw new Exception($"Checksum of deserialized frame does not match checksum in the source data");
}
}
void SerializeState(FrameSerializer serializer) {
FrameBase.Serialize(this, serializer);
_globals_.Serialize(_globals, serializer);
SerializeEntitiesGen(serializer);
SerializeUser(serializer);
}
Byte[] SerializeRuntimePlayers() {
BitStream stream;
stream = new BitStream(1024 * 10);
stream.Writing = true;
SerializeRuntimePlayers(stream);
return stream.ToArray();
}
void SerializeRuntimePlayers(BitStream stream) {
stream.WriteInt(_playerData.Count);
foreach (var player in _playerData.Iterator()) {
stream.WriteInt(player.Key);
stream.WriteInt(player.Value.ActorId);
stream.WriteByteArrayLengthPrefixed(player.Value.Data);
player.Value.Player.Serialize(stream);
}
}
void DeserializeRuntimePlayers(Byte[] bytes) {
BitStream stream;
stream = new BitStream(bytes);
stream.Reading = true;
var count = stream.ReadInt();
_playerData = new PersistentMap<int, RuntimePlayerData>();
for (Int32 i = 0; i < count; ++i) {
var player = stream.ReadInt();
RuntimePlayerData data;
data.ActorId = stream.ReadInt();
data.Data = stream.ReadByteArrayLengthPrefixed();
data.Player = new RuntimePlayer();
data.Player.Serialize(stream);
_playerData = _playerData.Add(player, data);
}
}
void DeserializeDynamicAssetDB(Byte[] bytes) {
var assets = _dynamicAssetDB.Deserialize(bytes, Context.AssetSerializer);
foreach (var asset in assets) {
asset.Loaded(_dynamicAssetDB, Context.Allocator);
}
}
/// <summary>
/// Dump the frame in human readable form into a string.
/// </summary>
/// <returns>Frame representation</returns>
public sealed override String DumpFrame(int dumpFlags = 0) {
var printer = new FramePrinter();
printer.Reset(this);
printer.IsRawPrintEnabled = ((dumpFlags & DumpFlag_PrintRawValues) == DumpFlag_PrintRawValues);
// frame info
if ((dumpFlags & DumpFlag_NoIsVerified) == DumpFlag_NoIsVerified) {
printer.AddLine($"#### FRAME DUMP FOR {Number} ####");
} else {
printer.AddLine($"#### FRAME DUMP FOR {Number} IsVerified={IsVerified} ####");
}
if ((dumpFlags & DumpFlag_NoSimulationConfig) != DumpFlag_NoSimulationConfig) {
printer.AddLine();
printer.AddObject("# " + nameof(SimulationConfig), SimulationConfig);
}
if ((dumpFlags & DumpFlag_NoRuntimeConfig) != DumpFlag_NoRuntimeConfig) {
printer.AddLine();
printer.AddObject("# " + nameof(RuntimeConfig), RuntimeConfig);
}
if ((dumpFlags & DumpFlag_NoDeterministicSessionConfig) != DumpFlag_NoDeterministicSessionConfig) {
printer.AddLine();
printer.AddObject("# " + nameof(SessionConfig), SessionConfig);
}
if ((dumpFlags & DumpFlag_NoRuntimePlayers) != DumpFlag_NoRuntimePlayers) {
printer.AddLine();
printer.AddLine("# PLAYERS");
{
printer.ScopeBegin();
foreach (var kv in _playerData.Iterator()) {
printer.AddObject($"[{kv.Key}]", kv.Value);
}
printer.ScopeEnd();
}
}
// globals state
printer.AddLine();
printer.AddPointer("# GLOBALS", _globals);
// print entities
printer.AddLine();
printer.AddLine("# ENTITIES");
Print(this, printer, (dumpFlags & DumpFlag_ComponentChecksums) == DumpFlag_ComponentChecksums);
if ((dumpFlags & DumpFlag_AssetDBCheckums) == DumpFlag_AssetDBCheckums) {
printer.AddLine();
printer.AddLine("# ASSETDB CHECKSUMS");
{
printer.ScopeBegin();
AssetObject[] assets = new AssetObject[1];
var orderedAssets = this.Context.AssetDB.FindAllAssets(true).OrderBy(x => x.Guid);
foreach (var asset in orderedAssets) {
assets[0] = asset;
var bytes = this.Context.AssetSerializer.SerializeAssets(assets);
fixed (byte* p = bytes) {
var hash = CRC64.Calculate(0, p, bytes.Length);
printer.AddLine($"{asset.Identifier}: {hash}");
}
}
printer.ScopeEnd();
}
}
if ((dumpFlags & DumpFlag_NoDynamicDB) != DumpFlag_NoDynamicDB) {
printer.AddLine();
printer.AddLine("# DYNAMICDB");
{
printer.ScopeBegin();
var assetSerializer = Context.AssetSerializer;
if ((dumpFlags & DumpFlag_ReadableDynamicDB) == DumpFlag_ReadableDynamicDB) {
printer.AddLine($"NextGuid: {_dynamicAssetDB.NextGuid}");
foreach (var asset in _dynamicAssetDB.Assets) {
printer.AddLine($"{asset.GetType().FullName}:");
printer.ScopeBegin();
printer.AddLine($"{assetSerializer.PrintAsset(asset)}");
printer.ScopeEnd();
}
} else {
printer.AddLine("Dump: ");
printer.ScopeBegin();
var data = _dynamicAssetDB.Serialize(assetSerializer);
fixed (byte* p = data) {
UnmanagedUtils.PrintBytesHex(p, data.Length, 32, printer);
}
printer.ScopeEnd();
}
printer.ScopeEnd();
}
}
// physics states
if (Physics2D != null) {
printer.AddLine();
Physics2D.Print(printer);
}
if (Physics3D != null) {
printer.AddLine();
Physics3D.Print(printer);
}
// heap state
if ((dumpFlags & DumpFlag_NoHeap) != DumpFlag_NoHeap) {
printer.AddLine();
printer.AddLine("# HEAP");
Allocator.Heap.Print(_heap, printer);
}
// dump user data
var dump = printer.ToString();
DumpFrameUser(ref dump);
return dump;
}
/// <summary>
/// Calculates a checksum for the current game state. If the game is not started with <see cref="QuantumGameFlags.DisableSharedChecksumSerializer"/>
/// flag, this method is not thread-safe, i.e. calling it from multiple threads for frames from the same simulation is going to break.
/// </summary>
public sealed override UInt64 CalculateChecksum() {
return CalculateChecksum(Context.UseSharedChecksumSerializer);
}
/// <summary>
/// Calculates a checksum for the current game state.
/// </summary>
/// <param name="useSharedSerializer">True - use shared checksum serializer to avoid allocs (not thread-safe).</param>
/// <returns></returns>
public UInt64 CalculateChecksum(bool useSharedSerializer) {
FrameSerializer frameSerializer;
if (useSharedSerializer) {
frameSerializer = Context.SharedChecksumSerializer;
Assert.Check(frameSerializer != null);
} else {
frameSerializer = new FrameSerializer(DeterministicFrameSerializeMode.Serialize, this, new FrameChecksumerBitStream());
}
return CalculateChecksumInternal(frameSerializer);
}
internal UInt64 CalculateChecksumInternal(FrameSerializer serializer) {
if (serializer == null) {
throw new ArgumentNullException(nameof(serializer));
}
if (serializer.Mode != DeterministicFrameSerializeMode.Serialize) {
throw new ArgumentException($"Serializer needs to be in {nameof(DeterministicFrameSerializeMode.Serialize)} mode", nameof(serializer));
}
if (serializer.Stream is FrameChecksumerBitStream checksumStream) {
Profiling.HostProfiler.Start("CalculateChecksumInternal");
try {
serializer.Reset();
serializer.Writing = true;
serializer.Frame = this;
checksumStream.Checksum = (ulong)Number;
// checksum globals
_globals_.Serialize(_globals, serializer);
// checksum entity registry
FrameBase.Serialize(this, serializer);
// checksum heap
return checksumStream.Checksum;
} finally {
serializer.Frame = null;
Profiling.HostProfiler.End();
}
} else {
throw new InvalidOperationException($"Serializer's stream needs to be of {nameof(FrameChecksumerBitStream)} type (is: {serializer.Stream?.GetType().FullName}");
}
}
/// <summary>
/// Copies the complete frame memory.
/// </summary>
/// <param name="frame">Input frame object</param>
protected sealed override void Copy(DeterministicFrame frame) {
var f = (Frame)frame;
// copy player data
_playerData = f._playerData;
// copy heap from frame
Allocator.Heap.Copy(Context.Allocator, _heap, f._heap);
// copy entity registry
FrameBase.Copy(this, f);
// dynamic DB
_dynamicAssetDB.CopyFrom(f._dynamicAssetDB);
// perform native copy
CopyFromGen(f);
CopyFromUser(f);
}
public sealed override void Free() {
FreeUser();
FreeGen();
base.Free();
}
[Obsolete("Use SystemIsEnabledSelf instead.")]
public Boolean SystemIsEnabled<T>() where T : SystemBase {
return SystemIsEnabledSelf<T>();
}
[Obsolete("Use SystemIsEnabledSelf instead.")]
public Boolean SystemIsEnabled(Type t) {
return SystemIsEnabledSelf(t);
}
/// <summary>
/// Test if a system is enabled.
/// </summary>
/// <typeparam name="T">System type</typeparam>
/// <returns>True if the system is enabled</returns>
/// Logs an error if the system type is not found.
public Boolean SystemIsEnabledSelf<T>() where T : SystemBase {
var system = FindSystem<T>();
if (system.Item0 == null) {
return false;
}
return _globals->Systems.IsSet(system.Item1);
}
public Boolean SystemIsEnabledSelf(Type t) {
var system = FindSystem(t);
if (system.Item0 == null) {
return false;
}
return _globals->Systems.IsSet(system.Item1);
}
public Boolean SystemIsEnabledSelf(SystemBase s) {
if (s == null) {
return false;
}
return _globals->Systems.IsSet(s.RuntimeIndex);
}
public Boolean SystemIsEnabledInHierarchy<T>() where T : SystemBase {
var system = FindSystem<T>();
return SystemIsEnabledInHierarchy(system.Item0);
}
public Boolean SystemIsEnabledInHierarchy(Type t) {
var system = FindSystem(t);
return SystemIsEnabledInHierarchy(system.Item0);
}
public Boolean SystemIsEnabledInHierarchy(SystemBase system) {
if (system == null)
return false;
if (_globals->Systems.IsSet(system.RuntimeIndex) == false)
return false;
if (system.ParentSystem == null)
return true;
return SystemIsEnabledInHierarchy(system.ParentSystem);
}
/// <summary>
/// Enable a system.
/// </summary>
/// <typeparam name="T">System type</typeparam>
/// Logs an error if the system type is not found.
public void SystemEnable<T>() where T : SystemBase {
SystemEnable(typeof(T));
}
public void SystemEnable(Type t) {
var system = FindSystem(t);
if (system.Item0 == null) {
return;
}
if (_globals->Systems.IsSet(system.Item1) == false) {
// set flag
_globals->Systems.Set(system.Item1);
// Fire callback only if it becomes enabled in hierarchy
if (system.Item0.ParentSystem == null || SystemIsEnabledInHierarchy(system.Item0.ParentSystem)) {
try {
system.Item0.OnEnabled(this);
} catch (Exception exn) {
Log.Exception(exn);
}
}
}
}
/// <summary>
/// Disables a system.
/// </summary>
/// <typeparam name="T">System type</typeparam>
/// Logs an error if the system type is not found.
/// <example><code>
/// // test for a certain asset and disable the system during its OnInit method
/// public override void OnInit(Frame f) {
/// var testSettings = f.FindAsset<NavMeshAgentsSettings>(f.Map.UserAsset.Id);
/// if (testSettings == null) {
/// f.SystemDisable<NavMeshAgentTestSystem>();
/// return;
/// }
/// //..
/// }
/// </code></example>
public void SystemDisable<T>() where T : SystemBase {
SystemDisable(typeof(T));
}
public void SystemDisable<T>(T system) where T : SystemBase {
SystemDisable(system.GetType());
}
public void SystemDisable(Type t) {
var system = FindSystem(t);
if (system.Item0 == null) {
return;
}
if (_globals->Systems.IsSet(system.Item1)) {
// clear flag
_globals->Systems.Clear(system.Item1);
// Fire callback only if it was previously enabled in hierarchy
if (system.Item0.ParentSystem == null || SystemIsEnabledInHierarchy(system.Item0.ParentSystem)) {
try {
system.Item0.OnDisabled(this);
} catch (Exception exn) {
Log.Exception(exn);
}
}
}
}
QTuple<SystemBase, Int32> FindSystem<T>() {
return FindSystem(typeof(T));
}
QTuple<SystemBase, Int32> FindSystem(Type t) {
if (_systemIndexByType.TryGetValue(t, out var i)) {
return QTuple.Create(_systemsAll[i], i);
}
Log.Error("System '{0}' not found, did you forget to add it to SystemSetup.CreateSystems ?", t.Name);
return new QTuple<SystemBase, Int32>(null, -1);
}
T[] BuildSignalsArray<T>() {
return _systemsAll.Where(x => x is T).Cast<T>().ToArray();
}
void BuildSignalsArrayOnComponentAdded<T>() where T : unmanaged, IComponent {
Assert.Check(ComponentTypeId<T>.Id > 0);
var array = _systemsAll.Where(x => x is ISignalOnComponentAdded<T>).Cast<ISignalOnComponentAdded<T>>().ToArray();
if (array.Length > 0) {
_ComponentSignalsOnAdded[ComponentTypeId<T>.Id] = (entity, componentData) => {
var component = (T*)componentData;
var systems = &(_globals->Systems);
for (Int32 i = 0; i < array.Length; ++i) {
if (SystemIsEnabledInHierarchy((SystemBase)array[i])) {
array[i].OnAdded(this, entity, component);
}
}
};
} else {
_ComponentSignalsOnAdded[ComponentTypeId<T>.Id] = null;
}
}
void BuildSignalsArrayOnComponentRemoved<T>() where T : unmanaged, IComponent {
Assert.Check(ComponentTypeId<T>.Id > 0);
var array = _systemsAll.Where(x => x is ISignalOnComponentRemoved<T>).Cast<ISignalOnComponentRemoved<T>>().ToArray();
if (array.Length > 0) {
_ComponentSignalsOnRemoved[ComponentTypeId<T>.Id] = (entity, componentData) => {
var component = (T*)componentData;
var systems = &(_globals->Systems);
for (Int32 i = 0; i < array.Length; ++i) {
if (SystemIsEnabledInHierarchy((SystemBase)array[i])) {
array[i].OnRemoved(this, entity, component);
}
}
};
} else {
_ComponentSignalsOnRemoved[ComponentTypeId<T>.Id] = null;
}
}
void AddEvent(EventBase evnt) {
// set evnt.Tick
evnt.Tick = Number;
// add ast last
Context.Events.AddLast(evnt);
}
public static void InitStatic() {
StaticDelegates.Init();
InitStaticGen();
}
// partial declarations populated from code generator
static partial void InitStaticGen();
partial void InitGen();
partial void FreeGen();
partial void AllocGen();
partial void CopyFromGen(Frame frame);
partial void SerializeEntitiesGen(FrameSerializer serializer);
partial void InitUser();
partial void FreeUser();
partial void AllocUser();
partial void CopyFromUser(Frame frame);
partial void SerializeUser(FrameSerializer serializer);
partial void DumpFrameUser(ref String dump);
/// <summary>
/// Gets the runtime player configuration data for a certain player.
/// </summary>
/// <param name="player">Player ref</param>
/// <returns>Player config or null if player was not found</returns>
public RuntimePlayer GetPlayerData(PlayerRef player) {
RuntimePlayerData data;
if (_playerData.TryFind(player, out data)) {
return data.Player;
}
return null;
}
/// <summary>
/// Converts a Quantum PlayerRef to an ActorId (Photon client id).
/// </summary>
/// <param name="player">Player reference</param>
/// <returns>ActorId or null if payer was not found</returns>
public Int32? PlayerToActorId(PlayerRef player) {
RuntimePlayerData data;
if (_playerData.TryFind(player, out data)) {
return data.ActorId;
}
return null;
}
/// <summary>
/// Returns the first player that is using a certain ActorId (Photon client id).
/// </summary>
/// <param name="actorId">Actor id</param>
/// <returns>Player reference or null if actor id was not found</returns>
/// The first player because multiple players from the same Photon client can join.
public PlayerRef? ActorIdToFirstPlayer(Int32 actorId) {
foreach (var kvp in _playerData.Iterator()) {
if (kvp.Value.ActorId == actorId) {
return kvp.Key;
}
}
return null;
}
/// <summary>
/// Returns all players with a certain ActorId (Photon client id).
/// </summary>
/// <param name="actorId">Actor id</param>
/// <returns>Array of player references</returns>
public PlayerRef[] ActorIdToAllPlayers(Int32 actorId) {
return _playerData.Iterator().Where(x => x.Value.ActorId == actorId).Select(x => (PlayerRef)x.Key).ToArray();
}
public void UpdatePlayerData() {
UInt64 set = 0;
for (Int32 i = 0; i < PlayerCount; ++i) {
var rpc = GetRawRpc(i);
if (rpc != null && rpc.Length > 0) {
var flags = GetPlayerInputFlags(i);
if ((flags & DeterministicInputFlags.Command) != DeterministicInputFlags.Command) {
var playerDataOriginal = _playerData;
try {
// create player data
RuntimePlayerData data;
data.Data = rpc;
data.ActorId = BitConverter.ToInt32(rpc, rpc.Length - 4);
data.Player = Quantum.RuntimePlayer.FromByteArray(rpc);
// set data
_playerData = _playerData.AddOrSet(i, data);
// set mask
set |= 1UL << FPMath.Clamp(i, 0, 63);
#if DEBUG
} catch (Exception e) {
Log.Error("## RuntimePlayer Deserialization Threw Exception ##");
Log.Exception(e);
#else
} catch {
#endif
_playerData = playerDataOriginal;
}
}
}
}
if (set != 0UL) {
for (Int32 i = 0; i < PlayerCount; ++i) {
var b = 1UL << i;
if ((set & b) == b) {
try {
Signals.OnPlayerDataSet(i);
} catch (Exception exn) {
Log.Exception(exn);
}
}
}
}
}
}
}
// Core/FrameAssets.cs
namespace Quantum {
partial class Frame {
public partial struct FrameAssets {
Frame _f;
public FrameAssets(Frame f) {
_f = f;
}
public EntityView View(string view, DatabaseType dbType = DatabaseType.Default) {
return _f.FindAsset<EntityView>(view, dbType);
}
public EntityPrototype Prototype(string prototype, DatabaseType dbType = DatabaseType.Default) {
return _f.FindAsset<EntityPrototype>(prototype, dbType);
}
public EntityView View(AssetRefEntityView view) {
return _f.FindAsset<EntityView>(view.Id);
}
public EntityPrototype Prototype(AssetRefEntityPrototype prototype) {
return _f.FindAsset<EntityPrototype>(prototype.Id);
}
public Map Map(AssetRefMap assetRef) {
return _f.FindAsset<Map>(assetRef.Id);
}
public PhysicsMaterial PhysicsMaterial(AssetRefPhysicsMaterial assetRef) {
return _f.FindAsset<PhysicsMaterial>(assetRef.Id);
}
public PolygonCollider PolygonCollider(AssetRefPolygonCollider assetRef) {
return _f.FindAsset<PolygonCollider>(assetRef.Id);
}
public CharacterController3DConfig CharacterController3DConfig(AssetRefCharacterController3DConfig assetRef) {
return _f.FindAsset<CharacterController3DConfig>(assetRef.Id);
}
public CharacterController2DConfig CharacterController2DConfig(AssetRefCharacterController2DConfig assetRef) {
return _f.FindAsset<CharacterController2DConfig>(assetRef.Id);
}
public NavMesh NavMesh(AssetRefNavMesh assetRef) {
return _f.FindAsset<NavMesh>(assetRef.Id);
}
public NavMeshAgentConfig NavMeshAgentConfig(AssetRefNavMeshAgentConfig assetRef) {
return _f.FindAsset<NavMeshAgentConfig>(assetRef.Id);
}
public SimulationConfig SimulationConfig(AssetRefSimulationConfig assetRef) {
return _f.FindAsset<SimulationConfig>(assetRef.Id);
}
public TerrainCollider TerrainCollider(AssetRefTerrainCollider assetRef) {
return _f.FindAsset<TerrainCollider>(assetRef.Id);
}
}
}
}
// Core/FrameContextUser.cs
namespace Quantum {
public partial class FrameContextUser : Core.FrameContext {
public FrameContextUser(Args args)
: base(args) {
ConstructUser(args);
}
public override sealed void Dispose() {
DisposeUser();
base.Dispose();
}
partial void ConstructUser(Args args);
partial void DisposeUser();
}
}
// Core/FrameEvents.cs
namespace Quantum {
partial class Frame {
public partial struct FrameEvents {
Frame _f;
public FrameEvents(Frame f) {
_f = f;
}
}
}
}
// Core/FrameSignals.cs
namespace Quantum {
public unsafe interface ISignalOnComponentAdded<T> : ISignal where T : unmanaged, IComponent {
void OnAdded(Frame f, EntityRef entity, T* component);
}
public unsafe interface ISignalOnComponentRemoved<T> : ISignal where T : unmanaged, IComponent {
void OnRemoved(Frame f, EntityRef entity, T* component);
}
public unsafe interface ISignalOnMapChanged : ISignal {
void OnMapChanged(Frame f, AssetRefMap previousMap);
}
public unsafe interface ISignalOnEntityPrototypeMaterialized : ISignal {
void OnEntityPrototypeMaterialized(Frame f, EntityRef entity, EntityPrototypeRef prototypeRef);
}
public unsafe interface ISignalOnPlayerConnected : ISignal {
void OnPlayerConnected(Frame f, PlayerRef player);
}
public unsafe interface ISignalOnPlayerDisconnected : ISignal {
void OnPlayerDisconnected(Frame f, PlayerRef player);
}
partial class Frame {
public unsafe partial struct FrameSignals {
Frame _f;
public FrameSignals(Frame f) {
_f = f;
}
public void OnPlayerDataSet(PlayerRef player) {
var array = _f._ISignalOnPlayerDataSet;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnPlayerDataSet(_f, player);
}
}
}
public void OnMapChanged(AssetRefMap previousMap) {
var array = _f._ISignalOnMapChangedSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnMapChanged(_f, previousMap);
}
}
}
public void OnEntityPrototypeMaterialized(EntityRef entity, EntityPrototypeRef prototypeRef) {
var array = _f._ISignalOnEntityPrototypeMaterializedSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnEntityPrototypeMaterialized(_f, entity, prototypeRef);
}
}
}
public void OnPlayerConnected(PlayerRef player) {
var array = _f._ISignalOnPlayerConnectedSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnPlayerConnected(_f, player);
}
}
}
public void OnPlayerDisconnected(PlayerRef player) {
var array = _f._ISignalOnPlayerDisconnectedSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnPlayerDisconnected(_f, player);
}
}
}
public void OnNavMeshWaypointReached(EntityRef entity, FPVector3 waypoint, Navigation.WaypointFlag waypointFlags, ref bool resetAgent) {
var array = _f._ISignalOnNavMeshWaypointReachedSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnNavMeshWaypointReached(_f, entity, waypoint, waypointFlags, ref resetAgent);
}
}
}
public void OnNavMeshSearchFailed(EntityRef entity, ref bool resetAgent) {
var array = _f._ISignalOnNavMeshSearchFailedSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnNavMeshSearchFailed(_f, entity, ref resetAgent);
}
}
}
public void OnNavMeshMoveAgent(EntityRef entity, FPVector2 desiredDirection) {
var array = _f._ISignalOnNavMeshMoveAgentSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnNavMeshMoveAgent(_f, entity, desiredDirection);
}
}
}
public void OnCollision2D(CollisionInfo2D info) {
var array = _f._ISignalOnCollision2DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnCollision2D(_f, info);
}
}
}
public void OnCollisionEnter2D(CollisionInfo2D info) {
var array = _f._ISignalOnCollisionEnter2DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnCollisionEnter2D(_f, info);
}
}
}
public void OnCollisionExit2D(ExitInfo2D info) {
var array = _f._ISignalOnCollisionExit2DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnCollisionExit2D(_f, info);
}
}
}
public void OnTrigger2D(TriggerInfo2D info) {
var array = _f._ISignalOnTrigger2DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnTrigger2D(_f, info);
}
}
}
public void OnTriggerEnter2D(TriggerInfo2D info) {
var array = _f._ISignalOnTriggerEnter2DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnTriggerEnter2D(_f, info);
}
}
}
public void OnTriggerExit2D(ExitInfo2D info) {
var array = _f._ISignalOnTriggerExit2DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnTriggerExit2D(_f, info);
}
}
}
public void OnCollision3D(CollisionInfo3D info) {
var array = _f._ISignalOnCollision3DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnCollision3D(_f, info);
}
}
}
public void OnCollisionEnter3D(CollisionInfo3D info) {
var array = _f._ISignalOnCollisionEnter3DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnCollisionEnter3D(_f, info);
}
}
}
public void OnCollisionExit3D(ExitInfo3D info) {
var array = _f._ISignalOnCollisionExit3DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnCollisionExit3D(_f, info);
}
}
}
public void OnTrigger3D(TriggerInfo3D info) {
var array = _f._ISignalOnTrigger3DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnTrigger3D(_f, info);
}
}
}
public void OnTriggerEnter3D(TriggerInfo3D info) {
var array = _f._ISignalOnTriggerEnter3DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnTriggerEnter3D(_f, info);
}
}
}
public void OnTriggerExit3D(ExitInfo3D info) {
var array = _f._ISignalOnTriggerExit3DSystems;
for (Int32 i = 0; i < array.Length; ++i) {
var s = array[i];
if (_f.SystemIsEnabledInHierarchy((SystemBase)s)) {
s.OnTriggerExit3D(_f, info);
}
}
}
}
}
}
// Core/NavMeshSignals.cs
namespace Quantum
{
/// <summary>
/// Signal is fired when an agent reaches a waypoint.
/// </summary>
/// <remarks>Requires enabled <see cref="Navigation.Config.EnableNavigationCallbacks"/> in <see cref="SimulationConfig.Navigation"/>.</remarks>
/// \ingroup NavigationApi
public unsafe interface ISignalOnNavMeshWaypointReached : ISignal {
/// <param name="f">Current frame object</param>
/// <param name="entity">The entity the navmesh agent component belongs to</param>
/// <param name="waypoint">The current waypoint position</param>
/// <param name="waypointFlags">The current waypoint flags</param>
/// <param name="resetAgent">If set to true the NavMeshPathfinder component will be cleared and stopped. Set to false if NavMeshPathfinder.SetTarget() was called inside the callback.</param>
void OnNavMeshWaypointReached(Frame f, EntityRef entity, FPVector3 waypoint, Navigation.WaypointFlag waypointFlags, ref bool resetAgent);
}
/// <summary>
/// Signal is fired when the agent could not find a path in the agent update after using <see cref="NavMeshSteeringAgent.SetTarget(Core.FrameBase, FPVector2, NavMesh, bool)"/>
/// </summary>
/// <remarks>Requires enabled <see cref="Navigation.Config.EnableNavigationCallbacks"/> in <see cref="SimulationConfig.Navigation"/>.</remarks>
/// \ingroup NavigationApi
public unsafe interface ISignalOnNavMeshSearchFailed: ISignal {
/// <param name="f">Current frame object</param>
/// <param name="entity">The entity the navmesh agent component belongs to</param>
/// <param name="resetAgent">Set this to true if the agent should reset its internal state (default is true).</param>
void OnNavMeshSearchFailed(Frame f, EntityRef entity, ref bool resetAgent);
}
/// <summary>
/// Signal is called when the agent should move. The desired direction is influence by avoidance.
/// </summary>
/// <remarks>The agent velocity should be set in the callback.</remarks>
/// \ingroup NavigationApi
public unsafe interface ISignalOnNavMeshMoveAgent: ISignal {
void OnNavMeshMoveAgent(Frame f, EntityRef entity, FPVector2 desiredDirection);
}
}
// Core/RecordingFlags.cs
namespace Quantum {
[Flags]
public enum RecordingFlags {
None = 0,
Input = 1 << 0,
Checksums = 1 << 1,
Default = Input | Checksums,
All = 0xFF
}
}
// Core/RuntimeConfig.cs
namespace Quantum {
/// <summary>
/// In contrast to the <see cref="SimulationConfig"/>, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game.
/// </summary>
/// By default is defines for example what map to load and the random start seed. It is assembled from scratch each time starting a game.
/// <para>Developers can add custom data to quantum_code/quantum.state/RuntimeConfig.User.cs (don't forget to fill out the serialization methods).</para>
/// <para>Like the <see cref="DeterministicSessionConfig"/> this config is distributed to every other client after the first player connected and joined the Quantum plugin.</para>
[Serializable]
public partial class RuntimeConfig {
/// <summary> Seed to initialize the randomization session under <see cref="Frame.RNG"/>. </summary>
public Int32 Seed;
/// <summary> Asset reference of the Quantum map used with the upcoming game session. </summary>
public AssetRefMap Map;
/// <summary> Asset reference to the SimulationConfig used with the upcoming game session. </summary>
public AssetRefSimulationConfig SimulationConfig;
/// <summary>
/// Serializing the members to be send to the server plugin and other players.
/// </summary>
/// <param name="stream">Input output stream</param>
public void Serialize(BitStream stream) {
stream.Serialize(ref Seed);
stream.Serialize(ref Map.Id.Value);
stream.Serialize(ref SimulationConfig.Id.Value);
SerializeUserData(stream);
}
/// <summary>
/// Dump the content into a human readable form.
/// </summary>
/// <returns>String representation</returns>
public String Dump() {
String dump = "";
DumpUserData(ref dump);
StringBuilder sb = new StringBuilder();
sb.Append(dump);
sb.Append("\n");
sb.AppendLine("Seed: " + Seed);
sb.AppendLine($"Map.Guid: {Map.ToString()}");
sb.AppendLine($"SimulationConfig.Guid: {SimulationConfig.ToString()} ");
return sb.ToString();
}
partial void DumpUserData(ref String dump);
partial void SerializeUserData(BitStream stream);
/// <summary>
/// Serialize the class into a byte array.
/// </summary>
/// <param name="config">Config to serialized</param>
/// <returns>Byte array</returns>
public static Byte[] ToByteArray(RuntimeConfig config) {
BitStream stream;
stream = new BitStream(new Byte[8192]);
stream.Writing = true;
config.Serialize(stream);
return stream.ToArray();
}
/// <summary>
/// Deserialize the class from a byte array.
/// </summary>
/// <param name="data">Config class in byte array form</param>
/// <returns>New instance of the deserialized class</returns>
public static RuntimeConfig FromByteArray(Byte[] data) {
BitStream stream;
stream = new BitStream(data);
stream.Reading = true;
RuntimeConfig config;
config = new RuntimeConfig();
config.Serialize(stream);
return config;
}
}
}
// Core/RuntimePlayer.cs
namespace Quantum {
public interface ISignalOnPlayerDataSet : ISignal {
void OnPlayerDataSet(Frame f, PlayerRef player);
}
[Serializable]
public partial class RuntimePlayer {
public void Serialize(BitStream stream) {
SerializeUserData(stream);
}
public String Dump() {
String dump = "";
DumpUserData(ref dump);
return dump ?? "";
}
partial void DumpUserData(ref String dump);
partial void SerializeUserData(BitStream stream);
public static Byte[] ToByteArray(RuntimePlayer player) {
BitStream stream;
stream = new BitStream(new Byte[8192]);
stream.Writing = true;
player.Serialize(stream);
return stream.ToArray();
}
public static RuntimePlayer FromByteArray(Byte[] data) {
BitStream stream;
stream = new BitStream(data);
stream.Reading = true;
RuntimePlayer player;
player = new RuntimePlayer();
player.Serialize(stream);
return player;
}
}
}
// Core/SimulationConfig.cs
namespace Quantum {
/// <summary>
/// The SimulationConfig holds parameters used in the ECS layer and inside core systems like physics and navigation.
/// </summary>
[Serializable, AssetObjectConfig(GenerateLinkingScripts = true, GenerateAssetCreateMenu = false, GenerateAssetResetMethod = false)]
public partial class SimulationConfig : AssetObject {
public const long DEFAULT_ID = (long)DefaultAssetGuids.SimulationConfig;
public enum AutoLoadSceneFromMapMode {
Disabled,
Legacy,
UnloadPreviousSceneThenLoad,
LoadThenUnloadPreviousScene
}
/// <summary>
/// Global navmesh configurations.
/// </summary>
[Space]
public Navigation.Config Navigation;
/// <summary>
/// Global physics configurations.
/// </summary>
[Space]
public PhysicsCommon.Config Physics;
/// <summary>
/// Global entities configuration
/// </summary>
[Space]
public FrameBase.EntitiesConfig Entities;
/// <summary>
/// This option will trigger a Unity scene load during the Quantum start sequence.\n
/// This might be convenient to start with but once the starting sequence is customized disable it and implement the scene loading by yourself.
/// "Previous Scene" refers to a scene name in Quantum Map.
/// </summary>
[Tooltip("This option will trigger a Unity scene load during the Quantum start sequence.\nThis might be convenient to start with but once the starting sequence is customized disable it and implement the scene loading by yourself.\n\"Previous Scene\" refers to a scene name in Quantum Map.")]
public AutoLoadSceneFromMapMode AutoLoadSceneFromMap = AutoLoadSceneFromMapMode.UnloadPreviousSceneThenLoad;
/// <summary>
/// Configure how the client tracks the time to progress the Quantum simulation from the QuantumRunner class.
/// </summary>
[Tooltip("Configure how the client tracks the time to progress the Quantum simulation from the QuantumRunner class.")]
public SimulationUpdateTime DeltaTimeType = SimulationUpdateTime.Default;
/// <summary>
/// Define the max heap size for one page of memory the frame class uses for custom allocations like QList<> for example.
/// </summary>
/// <remarks>2^15 = 32.768 bytes</remarks>
/// <remarks><code>TotalHeapSizeInBytes = (1 << HeapPageShift) * HeapPageCount</code></remarks>
[Tooltip("Define the max heap size for one page of memory the frame class uses for custom allocations like QList<> for example.\n\n2^15 = 32.768 bytes\nTotalHeapSizeInBytes = (1 << HeapPageShift) * HeapPageCount\n\nDefault is 15.")]
public int HeapPageShift = 15;
/// <summary>
/// Define the max heap page count for memory the frame class uses for custom allocations like QList<> for example.
/// </summary>
/// <remarks><code>TotalHeapSizeInBytes = (1 << HeapPageShift) * HeapPageCount</code></remarks>
[Tooltip("Define the max heap page count for memory the frame class uses for custom allocations like QList<> for example.\n\nTotalHeapSizeInBytes = (1 << HeapPageShift) * HeapPageCount\n\nDefault is 256.")]
public int HeapPageCount = 256;
/// <summary>
/// Sets extra heaps to allocate for a session in case you need to
/// create 'auxiliary' frames than actually required for the simulation itself
/// </summary>
[Tooltip("Sets extra heaps to allocate for a session in case you need to create 'auxiliary' frames than actually required for the simulation itself.\nDefault is 0.")]
public int HeapExtraCount = 0;
/// <summary>
/// Override the number of threads used internally.
/// </summary>
[Tooltip("Override the number of threads used internally.\nDefault is 2.")]
public int ThreadCount = 2;
/// <summary>
/// How long to store checksumed verified frames. The are used to generate a frame dump in case of a checksum error happening. Not used in Replay and Local mode.
/// </summary>
[Tooltip("How long to store checksumed verified frames.\nThe are used to generate a frame dump in case of a checksum error happening. Not used in Replay and Local mode.\nDefault is 3.")]
public FP ChecksumSnapshotHistoryLengthSeconds = 3;
/// <summary>
/// Additional options for checksum dumps, if the default settings don't provide a clear picture.
/// </summary>
[EnumFlags]
[Tooltip("Additional options for checksum dumps, if the default settings don't provide a clear picture. ")]
public SimulationConfigChecksumErrorDumpOptions ChecksumErrorDumpOptions;
}
[Serializable, StructLayout(LayoutKind.Explicit)]
public unsafe struct AssetRefSimulationConfig : IEquatable<AssetRefSimulationConfig> {
public const int SIZE = sizeof(ulong);
[FieldOffset(0)]
public AssetGuid Id;
public static implicit operator AssetRefSimulationConfig(Map value) {
var r = default(AssetRefSimulationConfig);
if (value != null) {
r.Id = value.Guid;
}
return r;
}
public static void Serialize(void* ptr, FrameSerializer serializer) {
var p = (AssetRefSimulationConfig*)ptr;
AssetGuid.Serialize(&p->Id, serializer);
}
public override string ToString() {
return AssetRef.ToString(Id);
}
public bool Equals(AssetRefSimulationConfig other) {
return Id.Equals(other.Id);
}
public override bool Equals(object obj) {
return obj is AssetRefSimulationConfig other && Equals(other);
}
public override int GetHashCode() {
return Id.GetHashCode();
}
public static bool operator ==(AssetRefSimulationConfig a, AssetRefSimulationConfig b) {
return a.Id == b.Id;
}
public static bool operator !=(AssetRefSimulationConfig a, AssetRefSimulationConfig b) {
return a.Id != b.Id;
}
}
public static class AssetRefSimulationConfigExt {
public static SimulationConfig FindAsset(this Core.FrameBase f, AssetRefSimulationConfig assetRef) {
return f.FindAsset<SimulationConfig>(assetRef.Id);
}
}
[Flags]
public enum SimulationConfigChecksumErrorDumpOptions {
SendAssetDBChecksums = 1 << 0,
ReadableDynamicDB = 1 << 1,
RawFPValues = 1 << 2,
ComponentChecksums = 1 << 3,
}
}
// Core/SimulationUpdateTime.cs
namespace Quantum {
/// <summary>
/// The type of measuring time progressions to update the local simulation.
/// </summary>
/// <para>Caveat: Changing it will make every client use the setting which might be undesirable when only used for debugging.</para>
public enum SimulationUpdateTime {
/// <summary>
/// Internal stopwatch. Recommended for releasing games.
/// </summary>
Default,
/// <summary>
/// Engine (Unity) delta time. Extremely useful when pausing the Unity simulation during debugging for example.
/// </summary>
/// Caveat: the setting can cause issues with time synchronization when initializing online matches: the time tracking can be inaccurate under load (e.g.level loading) and result in a lot of large extra time syncs request and canceled inputs for a client when starting an online game.
EngineDeltaTime,
/// <summary>
/// Engine unscaled delta time.
/// </summary>
EngineUnscaledDeltaTime
}
}
// Core/StaticDelegates.cs
namespace Quantum {
public static unsafe partial class StaticDelegates {
internal struct Tag {}
public static void Init() {
CallOnce<Tag>.Invoke(() => InitGen());
}
static partial void InitGen();
}
}
// Core/TypeRegistry.cs
namespace Quantum {
public partial class TypeRegistry {
readonly Dictionary<Type, int> _types = new Dictionary<Type, int>();
public ReadOnlyDictionary<Type, int> Types {
get {
return new ReadOnlyDictionary<Type, int>(_types);
}
}
public TypeRegistry() {
AddBuiltIns();
AddGenerated();
}
void Register(Type type, int size) {
if (_types.ContainsKey(type)) {
return;
}
_types.Add(type, size);
}
void AddBuiltIns() {
Register(typeof(EntityRef), EntityRef.SIZE);
Register(typeof(ComponentReference), ComponentReference.SIZE);
Register(typeof(AssetRef), AssetRef.SIZE);
Register(typeof(Shape2DType), 1);
Register(typeof(Shape3DType), 1);
Register(typeof(Shape2D), Shape2D.SIZE);
Register(typeof(Shape2D.BoxShape), Shape2D.BoxShape.SIZE);
Register(typeof(Shape2D.CircleShape), Shape2D.CircleShape.SIZE);
Register(typeof(Shape2D.PolygonShape), Shape2D.PolygonShape.SIZE);
Register(typeof(Shape2D.EdgeShape), Shape2D.EdgeShape.SIZE);
Register(typeof(Shape2D.CompoundShape2D), Shape2D.CompoundShape2D.SIZE);
Register(typeof(Shape3D), Shape3D.SIZE);
Register(typeof(Shape3D.BoxShape), Shape3D.BoxShape.SIZE);
Register(typeof(Shape3D.SphereShape), Shape3D.SphereShape.SIZE);
Register(typeof(Shape3D.MeshShape), Shape3D.MeshShape.SIZE);
Register(typeof(Shape3D.TerrainShape), Shape3D.TerrainShape.SIZE);
Register(typeof(Shape3D.CompoundShape3D), Shape3D.CompoundShape3D.SIZE);
Register(typeof(Physics2D.Joint), Physics2D.Joint.SIZE);
Register(typeof(Physics2D.JointType), sizeof(short));
Register(typeof(Physics2D.SpringJoint), Physics2D.SpringJoint.SIZE);
Register(typeof(Physics2D.DistanceJoint), Physics2D.DistanceJoint.SIZE);
Register(typeof(Physics2D.HingeJoint), Physics2D.HingeJoint.SIZE);
Register(typeof(Physics3D.Joint3D), Physics3D.Joint3D.SIZE);
Register(typeof(Physics3D.JointType3D), sizeof(short));
Register(typeof(Physics3D.SpringJoint3D), Physics3D.SpringJoint3D.SIZE);
Register(typeof(Physics3D.DistanceJoint3D), Physics3D.DistanceJoint3D.SIZE);
Register(typeof(Physics3D.HingeJoint3D), Physics3D.HingeJoint3D.SIZE);
Register(typeof(QBoolean), QBoolean.SIZE);
// register internal heap types - heap struct itself does not need to be registered
Allocator.Heap.RegisterInternalTypes(Register);
// register internal physics types
PhysicsCommon.RegisterInternalTypes(Register);
Physics2D.PhysicsEngine2D.RegisterInternalTypes(Register);
Physics3D.PhysicsEngine3D.RegisterInternalTypes(Register);
// register collection memory integrity checks
Collections.QCollectionsUtils.RegisterTypes(Register);
}
partial void AddGenerated();
}
}
// Game/CallbackDispatcher.cs
namespace Quantum {
public class CallbackDispatcher : DispatcherBase, Quantum.ICallbackDispatcher {
protected static Dictionary<Type, Int32> GetBuiltInTypes() {
return new Dictionary<Type, Int32>() {
{ typeof(CallbackChecksumComputed), CallbackChecksumComputed.ID },
{ typeof(CallbackChecksumError), CallbackChecksumError.ID },
{ typeof(CallbackChecksumErrorFrameDump), CallbackChecksumErrorFrameDump.ID },
{ typeof(CallbackEventCanceled), CallbackEventCanceled.ID },
{ typeof(CallbackEventConfirmed), CallbackEventConfirmed.ID },
{ typeof(CallbackGameDestroyed), CallbackGameDestroyed.ID },
{ typeof(CallbackGameStarted), CallbackGameStarted.ID },
{ typeof(CallbackGameResynced), CallbackGameResynced.ID },
{ typeof(CallbackInputConfirmed), CallbackInputConfirmed.ID },
{ typeof(CallbackPollInput), CallbackPollInput.ID },
{ typeof(CallbackSimulateFinished), CallbackSimulateFinished.ID },
{ typeof(CallbackUpdateView), CallbackUpdateView.ID },
{ typeof(CallbackPluginDisconnect), CallbackPluginDisconnect.ID },
};
}
public CallbackDispatcher() : base(GetBuiltInTypes()) { }
protected CallbackDispatcher(Dictionary<Type, Int32> callbackTypes) : base(callbackTypes) { }
public bool Publish(CallbackBase e) {
return base.InvokeMeta(e.ID, e);
}
}
}
// Game/ChecksumErrorFrameDumpContext.cs
namespace Quantum {
public unsafe partial class ChecksumErrorFrameDumpContext {
public SimulationConfig SimulationConfig;
public QTuple<AssetGuid, ulong>[] AssetDBChecksums;
private ChecksumErrorFrameDumpContext() {}
public ChecksumErrorFrameDumpContext(QuantumGame game, Frame frame) {
var options = game.Configurations.Simulation.ChecksumErrorDumpOptions;
SimulationConfig = game.Configurations.Simulation;
// write checksums
if ((options & SimulationConfigChecksumErrorDumpOptions.SendAssetDBChecksums) == SimulationConfigChecksumErrorDumpOptions.SendAssetDBChecksums) {
var assets = frame.Context.AssetDB.FindAllAssets(true).ToList();
AssetDBChecksums = new QTuple<AssetGuid, ulong>[assets.Count];
assets.Sort((a, b) => a.Guid.CompareTo(b.Guid));
AssetObject[] temp = new AssetObject[1];
for (int i = 0; i < assets.Count; ++i) {
temp[0] = assets[i];
var bytes = frame.Context.AssetSerializer.SerializeAssets(temp);
fixed (byte* p = bytes) {
var crc = CRC64.Calculate(0, p, bytes.Length);
AssetDBChecksums[i] = QTuple.Create(assets[i].Guid, crc);
}
}
}
ConstructUser(game, frame);
}
partial void ConstructUser(QuantumGame game, Frame frame);
partial void SerializeUser(QuantumGame game, BinaryWriter writer);
partial void DeserializeUser(QuantumGame game, BinaryReader reader);
public void Serialize(QuantumGame game, BinaryWriter writer) {
writer.Write(AssetDBChecksums?.Length ?? 0);
if (AssetDBChecksums != null) {
foreach (var asset in AssetDBChecksums) {
writer.Write(asset.Item0.Value);
writer.Write(asset.Item1);
}
}
// write simulation config
if (SimulationConfig != null) {
var simConfigBytes = game.AssetSerializer.SerializeAssets(new[] { SimulationConfig });
writer.Write(simConfigBytes.Length);
writer.Write(simConfigBytes);
} else {
writer.Write(0);
}
SerializeUser(game, writer);
}
public static ChecksumErrorFrameDumpContext Deserialize(QuantumGame game, BinaryReader reader) {
var result = new ChecksumErrorFrameDumpContext();
// read checksums
{
int count = reader.ReadInt32();
if (count > 0) {
result.AssetDBChecksums = new QTuple<AssetGuid, ulong>[count];
for (int i = 0; i < count; ++i) {
var guidRaw = reader.ReadInt64();
var crc64 = reader.ReadUInt64();
result.AssetDBChecksums[i] = QTuple.Create(new AssetGuid(guidRaw), crc64);
}
}
}
// read sim config
{
int count = reader.ReadInt32();
if (count > 0) {
var configBytes = reader.ReadBytes(count);
result.SimulationConfig = (SimulationConfig)game.AssetSerializer.DeserializeAssets(configBytes).Single();
}
}
result.DeserializeUser(game, reader);
return result;
}
}
}
// Game/EventDispatcher.cs
namespace Quantum {
public class EventDispatcher : DispatcherBase, IEventDispatcher {
private static Dictionary<Type, Int32> GetEventTypes() {
var result = new Dictionary<Type, Int32> {
{ typeof(EventBase), 0 }
};
for (int eventID = 0; eventID < Frame.FrameEvents.EVENT_TYPE_COUNT; ++eventID) {
result.Add(Frame.FrameEvents.GetEventType(eventID), eventID + 1);
}
return result;
}
public EventDispatcher() : base(GetEventTypes()) { }
public unsafe bool Publish(EventBase e) {
int eventDepth = 0;
for (int id = e.Id; id >= 0; id = Frame.FrameEvents.GetParentEventID(id)) {
++eventDepth;
}
int* eventIdStack = stackalloc int[eventDepth];
for (int id = e.Id, i = 0; id >= 0; id = Frame.FrameEvents.GetParentEventID(id), i++) {
eventIdStack[i] = id;
}
bool hadActiveHandlers = false;
// start with the EventBase
int metaIndex = 0;
for (; ; ) {
hadActiveHandlers |= base.InvokeMeta(metaIndex, e);
if (--eventDepth >= 0) {
// choose next event
metaIndex = eventIdStack[eventDepth] + 1;
} else {
break;
}
}
return hadActiveHandlers;
}
}
}
// Game/InstantReplaySettings.cs
namespace Quantum {
[Serializable]
public struct InstantReplaySettings {
public int SnapshotsPerSecond;
public FP LenghtSeconds;
public static InstantReplaySettings Default => new InstantReplaySettings() {
LenghtSeconds = 3,
SnapshotsPerSecond = 1,
};
public static InstantReplaySettings FromLength(FP length, int snapshotsPerSecond) {
return new InstantReplaySettings() {
LenghtSeconds = length,
SnapshotsPerSecond = snapshotsPerSecond
};
}
public override string ToString() {
return $"({nameof(SnapshotsPerSecond)}: {SnapshotsPerSecond}, {nameof(LenghtSeconds)}: {LenghtSeconds})";
}
}
}
// Game/QuantumGame.Snapshots.cs
namespace Quantum {
public partial class QuantumGame {
DeterministicFrameRingBuffer _checksumSnapshotBuffer;
DeterministicFrameRingBuffer _instantReplaySnapshotBuffer;
bool _instantReplaySnapshotsRecording;
Int32 _commonSnapshotInterval;
Int32 _instantReplaySnapshotInterval;
void SnapshotsOnDestroy() {
_checksumSnapshotBuffer?.Clear();
_checksumSnapshotBuffer = null;
_instantReplaySnapshotBuffer?.Clear();
_instantReplaySnapshotBuffer = null;
}
void SnapshotsOnSimulateFinished(DeterministicFrame state) {
if (!state.IsVerified) {
return;
}
HostProfiler.Start("QuantumGame.RecordingSnapshots");
if (_checksumSnapshotBuffer != null) {
// in case replay interval is less than checksum interval and replay is not being recorded,
// there's no need to sample at a common rate
Int32 interval;
if (_commonSnapshotInterval > 0 && _instantReplaySnapshotsRecording) {
Assert.Check(_instantReplaySnapshotBuffer == null);
interval = _commonSnapshotInterval;
} else {
interval = Session.SessionConfig.ChecksumInterval;
}
if ((state.Number % interval) == 0) {
_checksumSnapshotBuffer.PushBack(state, this, _context);
}
}
if (_instantReplaySnapshotsRecording && _instantReplaySnapshotBuffer != null) {
Assert.Check(_commonSnapshotInterval <= 0);
if (_instantReplaySnapshotBuffer.Count == 0 || (state.Number % _instantReplaySnapshotInterval) == 0) {
_instantReplaySnapshotBuffer.PushBack(state, this, _context);
}
}
HostProfiler.End();
}
Int32 SnapshotsCreateBuffers(Int32 simulationRate, Int32 checksumInterval, FP checksumTimeWindow, Int32 replayInterval, FP replayTimeWindow) {
var checksumFrameWindow = FPMath.CeilToInt(simulationRate * checksumTimeWindow);
var replayFrameWindow = FPMath.CeilToInt(simulationRate * replayTimeWindow);
var checksumBufferSize = DeterministicFrameRingBuffer.GetSize(FPMath.CeilToInt(simulationRate * checksumTimeWindow), checksumInterval);
var replayBufferSize = DeterministicFrameRingBuffer.GetSize(FPMath.CeilToInt(simulationRate * replayTimeWindow), replayInterval);
if (checksumInterval > 0 && checksumBufferSize > 0 && replayBufferSize > 0 && replayInterval > 0) {
if (DeterministicFrameRingBuffer.TryGetCommonSamplingPattern(checksumFrameWindow, checksumInterval, replayFrameWindow, replayInterval, out var commonWindow, out var commonInterval)) {
_commonSnapshotInterval = commonInterval;
_checksumSnapshotBuffer = new DeterministicFrameRingBuffer(DeterministicFrameRingBuffer.GetSize(commonWindow, commonInterval));
Log.Trace($"Snapshots: common buffer created with interval: {_commonSnapshotInterval}, window: {commonWindow}, capacity: {_checksumSnapshotBuffer.Capacity}");
return _checksumSnapshotBuffer.Capacity;
} else {
// shared buffer not possible
Log.Warn($"Unable to create a shared buffer for checksumed frames and replay snapshots. This is not optimal. Check the documentation for details.");
}
}
if (checksumBufferSize > 0) {
_checksumSnapshotBuffer = new DeterministicFrameRingBuffer(checksumBufferSize);
Log.Trace($"Snapshots: checksum buffer created with interval {checksumInterval}, capacity: {checksumBufferSize}");
}
if (replayBufferSize > 0) {
_instantReplaySnapshotInterval = replayInterval;
_instantReplaySnapshotBuffer = new DeterministicFrameRingBuffer(replayBufferSize);
Log.Trace($"Snapshots: replay buffer created with interval {replayInterval}, capacity: {replayBufferSize}");
}
return checksumBufferSize + replayBufferSize;
}
static Int32 SnapshotsGetMinBufferSize(Int32 window, Int32 samplingRate) {
return samplingRate <= 0 ? 0 : (1 + window / samplingRate);
}
}
}
// Game/QuantumGame.cs
namespace Quantum {
/// <summary>
/// This class contains values for flags that will be accessible with <see cref="QuantumGame.GameFlags"/>.
/// Built-in flags control some aspects of QuantumGame inner workings, without affecting the simulation
/// outcome.
/// </summary>
public partial class QuantumGameFlags {
/// <summary>
/// Starts the game in the server mode.
/// When this flag is not set, all the events marked with "server" get culled immediatelly.
/// If this flag is set, all the events marked with "client" get culled immediatelly.
/// </summary>
public const int Server = 1 << 0;
/// <summary>
/// By default, QuantumGame uses a single shared checksum serializer to reduce allocations.
/// The serializer is *not* static - it is only shared between frames comming from the same QuantumGame.
/// Set this flag if you want to disable this behaviour, for example if you calculate
/// checksums for multiple frames using multiple threads.
/// </summary>
public const int DisableSharedChecksumSerializer = 1 << 1;
/// <summary>
/// Custom user flags start from this value. Flags are accessible with <see cref="QuantumGame.GameFlags"/>.
/// </summary>
public const int CustomFlagsStart = 1 << 16;
}
/// <summary>
/// QuantumGame acts as an interface to the simulation from the client code's perspective.
/// </summary>
/// Access and method to this class is always safe from the clients point of view.
public unsafe partial class QuantumGame : IDeterministicGame {
public event Action<ProfilerContextData> ProfilerSampleGenerated;
public struct StartParameters {
public IResourceManager ResourceManager;
public IAssetSerializer AssetSerializer;
public ICallbackDispatcher CallbackDispatcher;
public IEventDispatcher EventDispatcher;
public InstantReplaySettings InstantReplaySettings;
public int HeapExtraCount;
public DynamicAssetDB InitialDynamicAssets;
public int GameFlags;
}
/// <summary>
/// Stores the different frames the simulation uses during one tick.
/// </summary>
public class FramesContainer {
public Frame Verified;
public Frame Predicted;
public Frame PredictedPrevious;
public Frame PreviousUpdatePredicted;
}
// Caveat: Only set after the first CreateFrame() call
public class ConfigurationsContainer {
public RuntimeConfig Runtime;
public SimulationConfig Simulation;
}
/// <summary> Access the frames of various times available during one tick. </summary>
public FramesContainer Frames { get; }
/// <summary> Access the configurations that the simulation is running with. </summary>
public ConfigurationsContainer Configurations { get; }
/// <summary> Access the Deterministic session object to query more internals. </summary>
public DeterministicSession Session { get; private set; }
/// <summary> Used for position interpolation on the client for smoother interpolation results. </summary>
public Single InterpolationFactor { get; private set; }
/// <summary> </summary>
public InstantReplaySettings InstantReplayConfig { get; private set; }
/// <summary> </summary>
public IAssetSerializer AssetSerializer { get; }
/// <summary> Extra heaps to allocate for a session in case you need to create 'auxiliary' frames than actually required for the simulation itself. </summary>
public int HeapExtraCount { get; }
Byte[] _inputStreamReadZeroArray;
IResourceManager _resourceManager;
ICallbackDispatcher _callbackDispatcher;
IEventDispatcher _eventDispatcher;
FrameSerializer _inputSerializerRead;
FrameSerializer _inputSerializerWrite;
SystemBase[] _systemsRoot;
SystemBase[] _systemsAll;
FrameContext _context;
TypeRegistry _typeRegistry;
bool _polledInputInThisSimulation;
DynamicAssetDB _initialDynamicAssets;
int _flags;
public QuantumGame(in StartParameters startParams) {
_typeRegistry = new TypeRegistry();
Frames = new FramesContainer();
Configurations = new ConfigurationsContainer();
_resourceManager = startParams.ResourceManager;
AssetSerializer = startParams.AssetSerializer;
_callbackDispatcher = startParams.CallbackDispatcher;
_eventDispatcher = startParams.EventDispatcher;
InstantReplayConfig = startParams.InstantReplaySettings;
HeapExtraCount = startParams.HeapExtraCount;
_flags = startParams.GameFlags;
if (startParams.InitialDynamicAssets != null) {
_initialDynamicAssets = new DynamicAssetDB();
_initialDynamicAssets.CopyFrom(startParams.InitialDynamicAssets);
}
InitCallbacks();
}
[Obsolete]
public QuantumGame(IResourceManager manager, IAssetSerializer assetSerializer, ICallbackDispatcher callbackDispatcher, IEventDispatcher eventDispatcher)
: this(new StartParameters() {
ResourceManager = manager,
AssetSerializer = assetSerializer,
CallbackDispatcher = callbackDispatcher,
EventDispatcher = eventDispatcher,
}) { }
/// <summary>
/// Returns an array that is unique on every client and represents the indexes for players that your local machine controls in the Quantum simulation.
/// </summary>
/// <returns>Array of player indices</returns>
public Int32[] GetLocalPlayers() {
return Session.LocalPlayerIndices;
}
/// <summary>
/// Helps to decide if a PlayerRef is associated with the local player.
/// </summary>
/// <param name="playerRef">Player reference</param>
/// <returns>True if the player is the local player</returns>
public Boolean PlayerIsLocal(PlayerRef playerRef) {
if (playerRef == PlayerRef.None) {
return false;
}
for (Int32 i = 0; i < Session.LocalPlayerIndices.Length; i++) {
if (Session.LocalPlayerIndices[i] == playerRef) {
return true;
}
}
return false;
}
/// <summary>
/// Sends a command to the server.
/// </summary>
/// <param name="command">Command to send</param>
/// Commands are similar to input, they drive the simulation, but do not have to be sent regularly.
/// <example><code>
/// RemoveUnitCommand command = new RemoveUnitCommand();
/// command.CellIndex = 42;
/// QuantumRunner.Default.Game.SendCommand(command);
/// </code></example>
public void SendCommand(DeterministicCommand command) {
var players = GetLocalPlayers();
if (players.Length > 0) {
Session.SendCommand(players[0], command);
} else {
Log.Error("No local player found to send command for");
}
}
/// <summary>
/// Sends a command to the server.
/// </summary>
/// <param name="player">Specify the player index (PlayerRef) when you have multiple players controlled from the same machine.</param>
/// <param name="command">Command to send</param>
/// <para>See <see cref="SendCommand(DeterministicCommand)"/></para>
/// <para>Games that only have one local player can ignore the player index field.</para>
public void SendCommand(Int32 player, DeterministicCommand command) {
Session.SendCommand(player, command);
}
/// <summary>
/// Send data for the local player to join the online match.
/// If the client has multiple local players, the data will be sent for the first of them (smallest player index).
/// </summary>
/// <param name="data">Player data</param>
/// After starting, joining the Quantum Game and after the OnGameStart signal has been fired each player needs to call the SendPlayerData method to be added as a player in every ones simulation.\n
/// The reason this needs to be called explicitly is that it greatly simplifies late-joining players.
public void SendPlayerData(RuntimePlayer data) {
var players = GetLocalPlayers();
if (players.Length > 0) {
Session.SetPlayerData(players[0], RuntimePlayer.ToByteArray(data));
} else {
Log.Error("No local player found to send player data for.");
}
}
/// <summary>
/// Send data for one local player to join the online match.
/// </summary>
/// <param name="player">Local player index</param>
/// <param name="data">Player data</param>
/// After starting, joining the Quantum Game and after the OnGameStart signal has been fired each player needs to call the SendPlayerData method to be added as a player in every ones simulation.\n
/// The reason this needs to be called explicitly is that it greatly simplifies late-joining players.
public void SendPlayerData(Int32 player, RuntimePlayer data) {
Session.SetPlayerData(player, RuntimePlayer.ToByteArray(data));
}
/// <summary>
/// <see cref="QuantumGameFlags"/>
/// </summary>
public int GameFlags => _flags;
public void OnDestroy() {
SnapshotsOnDestroy();
InvokeOnDestroy();
}
public Frame CreateFrame() {
return (Frame)((IDeterministicGame)this).CreateFrame(_context);
}
DeterministicFrame IDeterministicGame.CreateFrame(IDisposable context) {
return new Frame((FrameContextUser)context, _systemsAll, _systemsRoot, Session.SessionConfig, Configurations.Runtime, Configurations.Simulation, Session.DeltaTime);
}
DeterministicFrame IDeterministicGame.CreateFrame(IDisposable context, Byte[] data) {
Frame f = CreateFrame();
f.Deserialize(data);
return f;
}
public DeterministicFrame GetVerifiedFrame(int tick) {
if (_checksumSnapshotBuffer != null) {
var result = _checksumSnapshotBuffer.Find(tick, DeterministicFrameSnapshotBufferFindMode.Equal);
if (result == null) {
Log.Warn($"Unable to find verified frame for tick {tick}, increase {nameof(DeterministicSessionConfig.ChecksumInterval)} or increase {nameof(SimulationConfig.ChecksumSnapshotHistoryLengthSeconds)}.");
}
return result;
}
return null;
}
public IDisposable CreateFrameContext() {
if (_context == null) {
Assert.Check(_systemsAll == null);
Assert.Check(_systemsRoot == null);
// create asset database
var assetDB = _resourceManager.CreateAssetDatabase();
// de-serialize runtime config, session is the one from the server
Configurations.Runtime = RuntimeConfig.FromByteArray(Session.RuntimeConfig);
Configurations.Simulation = assetDB.FindAsset<SimulationConfig>(Configurations.Runtime.SimulationConfig.Id, true);
// register commands
Session.CommandSerializer.RegisterFactories(DeterministicCommandSetup.GetCommandFactories(Configurations.Runtime, Configurations.Simulation));
// initialize systems
_systemsRoot = SystemSetup.CreateSystems(Configurations.Runtime, Configurations.Simulation).Where(x => x != null).ToArray();
_systemsAll = _systemsRoot.SelectMany(x => x.Hierarchy).ToArray();
Int32 heapCount = 4;
heapCount += Math.Max(0, Configurations.Simulation.HeapExtraCount);
heapCount += Math.Max(0, HeapExtraCount);
heapCount += SnapshotsCreateBuffers(Session.SessionConfig.UpdateFPS,
Session.IsOnline ? Session.SessionConfig.ChecksumInterval : 0, Configurations.Simulation.ChecksumSnapshotHistoryLengthSeconds,
InstantReplayConfig.SnapshotsPerSecond == 0 ? 0 : Session.SessionConfig.UpdateFPS / InstantReplayConfig.SnapshotsPerSecond, InstantReplayConfig.LenghtSeconds);
// set system runtime indices
for (Int32 i = 0; i < _systemsAll.Length; ++i) {
_systemsAll[i].RuntimeIndex = i;
}
// set core count override
Session.PlatformInfo.CoreCount = Configurations.Simulation.ThreadCount;
FrameContext.Args args;
args.AssetDatabase = assetDB;
args.PlatformInfo = Session.PlatformInfo;
args.IsServer = (_flags & QuantumGameFlags.Server) == QuantumGameFlags.Server;
args.IsLocalPlayer = Session.IsLocalPlayer;
args.HeapConfig = new Heap.Config(Configurations.Simulation.HeapPageShift, Configurations.Simulation.HeapPageCount, heapCount);
args.PhysicsConfig = Configurations.Simulation.Physics;
args.NavigationConfig = Configurations.Simulation.Navigation;
args.CommandSerializer = Session.CommandSerializer;
args.AssetSerializer = AssetSerializer;
args.InitialDynamicAssets = _initialDynamicAssets;
args.UseSharedChecksumSerialized = (_flags & QuantumGameFlags.DisableSharedChecksumSerializer) != QuantumGameFlags.DisableSharedChecksumSerializer;
// toggle various parts of the context code
args.UsePhysics2D = _systemsAll.FirstOrDefault(x => x is PhysicsSystem2D) != null;
args.UsePhysics3D = _systemsAll.FirstOrDefault(x => x is PhysicsSystem3D) != null;
args.UseNavigation = _systemsAll.FirstOrDefault(x => x is NavigationSystem) != null;
args.UseCullingArea = _systemsAll.FirstOrDefault(x => x is CullingSystem2D) != null || _systemsAll.FirstOrDefault(x => x is CullingSystem3D) != null;
// create frame context
_context = new FrameContextUser(args);
}
return _context;
}
/// <summary>
/// Set the prediction area.
/// </summary>
/// <param name="position">Center of the prediction area</param>
/// <param name="radius">Radius of the prediction area</param>
/// <para>The Prediction Culling feature must be explicitly enabled in <see cref="SimulationConfig.UsePredictionArea"/>.</para>
/// <para>This can be safely called from the main-thread.</para>
/// <para>Prediction Culling allows developers to save CPU time in games where the player has only a partial view of the game scene.
/// Quantum prediction and rollbacks, which are time consuming, will only run for important entities that are visible to the local player(s). Leaving anything outside that area to be simulated only once per tick with no rollbacks as soon as the inputs are confirmed from server.
/// It is safe and simple to activate and, depending on the game, the performance difference can be quite large.Imagine a 30Hz game to constantly rollback ten ticks for every confirmed input (with more players, the predictor eventually misses at least for one of them). This requires the game simulation to be lightweight to be able to run at almost 300Hz(because of the rollbacks). With Prediction Culling enabled the full frames will be simulated at the expected 30Hz all the time while the much smaller prediction area is the only one running within the prediction buffer.</para>
public void SetPredictionArea(FPVector3 position, FP radius) {
_context.SetPredictionArea(position, radius);
}
/// <summary>
/// See <see cref="SetPredictionArea(FPVector3, FP)"/>.
/// </summary>
/// <param name="position"></param>
/// <param name="radius"></param>
public void SetPredictionArea(FPVector2 position, FP radius) {
_context.SetPredictionArea(position.XOY, radius);
}
public void OnGameEnded() {
InvokeOnGameEnded();
}
public void OnGameStart(DeterministicFrame f) {
// init event invoker
InitEventInvoker(Session.RollbackWindow);
Frames.Predicted = (Frame)f;
Frames.PredictedPrevious = (Frame)f;
Frames.Verified = (Frame)f;
Frames.PreviousUpdatePredicted = (Frame)f;
InvokeOnGameStart();
// init systems on latest frame
InitSystems(f);
Log.Debug("Local Players: " + string.Join(" ", Session.LocalPlayerIndices));
}
public void OnGameResync() {
_checksumSnapshotBuffer?.Clear();
ReplayToolsOnGameResync();
// reset physics engines statics
Frames.Verified.Physics2D.Init();
Frames.Verified.Physics3D.Init();
// events won't get confirmed
CancelPendingEvents();
InvokeOnGameResync();
}
public DeterministicFrameInputTemp OnLocalInput(Int32 frame, Int32 player) {
var input = default(QTuple<Input, DeterministicInputFlags>);
// poll input
try {
bool isFirst = _polledInputInThisSimulation == false;
_polledInputInThisSimulation = true;
input = InvokeOnPollInput(frame, player, isFirst);
} catch (Exception exn) {
Log.Error("## Input Code Threw Exception ##");
Log.Exception(exn);
}
if (_inputSerializerWrite == null) {
_inputSerializerWrite = new FrameSerializer(DeterministicFrameSerializeMode.Serialize, null, new Byte[1024]);
}
// clear old data
_inputSerializerWrite.Reset();
_inputSerializerWrite.Writing = true;
_inputSerializerWrite.InputMode = true;
// pack into stream
Input.Write(_inputSerializerWrite, input.Item0);
// return temp input
return DeterministicFrameInputTemp.Predicted(frame, player, _inputSerializerWrite.Stream.Data, _inputSerializerWrite.Stream.BytesRequired, input.Item1);
}
public void OnSimulate(DeterministicFrame state) {
HostProfiler.Start("QuantumGame.OnSimulate");
var f = (Frame)state;
try {
// reset profiling
HostProfiler.Start("Init Profiler");
f.Context.ProfilerContext.Reset();
var profiler = f.Context.ProfilerContext.GetProfilerForTaskThread(0);
HostProfiler.End();
HostProfiler.Start("ApplyInputs");
ApplyInputs(f);
HostProfiler.End();
HostProfiler.Start("OnSimulateBegin");
f.Context.OnFrameSimulationBegin(f);
f.OnFrameSimulateBegin();
f.Context.TaskContext.BeginFrame(f);
HostProfiler.End();
var handle = f.Context.TaskContext.AddRootTask();
HostProfiler.Start("UpdatePlayerData");
f.UpdatePlayerData();
HostProfiler.End();
profiler.Start("Scheduling Tasks #ff9900");
HostProfiler.Start("Scheduling Tasks");
var systems = &f.Global->Systems;
for (Int32 i = 0; i < _systemsRoot.Length; ++i) {
if (f.SystemIsEnabledSelf(_systemsRoot[i])) {
try {
handle = _systemsRoot[i].OnSchedule(f, handle);
} catch (Exception exn) {
LogSimulationException(exn);
}
}
}
HostProfiler.End();
profiler.End();
try {
f.Context.TaskContext.EndFrame();
f.OnFrameSimulateEnd();
f.Context.OnFrameSimulationEnd();
} catch (Exception exn) {
Log.Exception(exn);
}
if (ProfilerSampleGenerated != null) {
var data = f.Context.ProfilerContext.CreateReport(f.Number, f.IsVerified);
ProfilerSampleGenerated(data);
}
#if PROFILER_FRAME_AVERAGE
f.Context.ProfilerContext.StoreFrameTime();
Log.Info("Frame Average: " + f.Context.ProfilerContext.GetFrameTimeAverage());
#endif
} catch (Exception exn) {
LogSimulationException(exn);
}
HostProfiler.End();
}
public void OnSimulateFinished(DeterministicFrame state) {
SnapshotsOnSimulateFinished(state);
InvokeOnSimulateFinished(state);
}
public void OnUpdateDone() {
Frames.Predicted = (Frame)Session.FramePredicted;
Frames.PredictedPrevious = (Frame)Session.FramePredictedPrevious;
Frames.Verified = (Frame)Session.FrameVerified;
Frames.PreviousUpdatePredicted = (Frame)Session.PreviousUpdateFramePredicted;
if (Session.IsStalling == false) {
var f = (float)(Session.AccumulatedTime / Frames.Predicted.DeltaTime.AsFloat);
InterpolationFactor = f < 0.0f ? 0.0f : f > 1.0f ? 1.0f : f; // Clamp01
}
InvokeOnUpdateView();
InvokeEvents();
}
public void AssignSession(DeterministicSession session) {
Session = session;
DeterministicSessionConfig sessionConfig;
Session.GetLocalConfigs(out sessionConfig, out _);
// verify player count is in correct range
if (sessionConfig.PlayerCount < 1 || sessionConfig.PlayerCount > Quantum.Input.MAX_COUNT) {
throw new Exception(String.Format("Invalid player count {0} (needs to be in 1-{1} range)", sessionConfig.PlayerCount, Quantum.Input.MAX_COUNT));
}
// verify all types
var verifier = new MemoryLayoutVerifier(MemoryLayoutVerifier.Platform ?? new MemoryLayoutVerifier.DefaultPlatform());
var result = verifier.Verify(_typeRegistry.Types);
if (result.Count > 0) {
throw new Exception("MemoryIntegrity Check Failed: " + System.Environment.NewLine + String.Join(System.Environment.NewLine, result.ToArray()));
} else {
Log.Info("Memory Integrity Verified");
}
}
public void OnChecksumError(DeterministicTickChecksumError error, DeterministicFrame[] frames) {
InvokeOnChecksumError(error, frames);
}
public void OnChecksumComputed(Int32 frame, ulong checksum) {
InvokeOnChecksumComputed(frame, checksum);
ReplayToolsOnChecksumComputed(frame, checksum);
}
public void OnSimulationEnd() {
_context.OnSimulationEnd();
}
public void OnSimulationBegin() {
_polledInputInThisSimulation = false;
_context.OnSimulationBegin();
}
public void OnInputConfirmed(DeterministicFrameInputTemp input) {
InvokeOnInputConfirmed(input);
ReplayToolsOnInputConfirmed(input);
}
public void OnChecksumErrorFrameDump(int actorId, int frameNumber, DeterministicSessionConfig sessionConfig, byte[] runtimeConfig, byte[] frameData, byte[] extraData) {
InvokeOnChecksumErrorFrameDump(actorId, frameNumber, sessionConfig, runtimeConfig, frameData, extraData);
}
public void OnPluginDisconnect(string reason) {
Log.Error("DISCONNECTED: " + reason);
InvokeOnPluginDisconnect(reason);
}
public int GetInputInMemorySize() {
return sizeof(Input);
}
public Int32 GetInputSerializedFixedSize() {
var stream = new FrameSerializer(DeterministicFrameSerializeMode.Serialize, null, 1024);
stream.Writing = true;
stream.InputMode = true;
Input.Write(stream, new Input());
return stream.ToArray().Length;
}
void InitSystems(DeterministicFrame df) {
var f = (Frame)df;
try {
f.Context.OnFrameSimulationBegin(f);
// call init on ALL systems
for (Int32 i = 0; i < _systemsAll.Length; ++i) {
try {
_systemsAll[i].OnInit(f);
if (f.CommitCommandsMode == CommitCommandsModes.InBetweenSystems) {
f.Unsafe.CommitAllCommands();
}
} catch (Exception exn) {
LogSimulationException(exn);
}
}
// TODO: this seems like a good place to fire OnMapChanged,
// if we want to do that for the initial map
// call OnEnabled on all systems which start enabled
for (Int32 i = 0; i < _systemsAll.Length; ++i) {
if (_systemsAll[i].StartEnabled) {
try {
_systemsAll[i].OnEnabled(f);
if (f.CommitCommandsMode == CommitCommandsModes.InBetweenSystems) {
f.Unsafe.CommitAllCommands();
}
} catch (Exception exn) {
LogSimulationException(exn);
}
}
}
f.Context.OnFrameSimulationEnd();
} catch (Exception e) {
LogSimulationException(e);
}
// invoke events from OnInit/OnEnabled
InvokeEvents();
}
public void DeserializeInputInto(int player, byte[] data, byte* buffer) {
if (_inputSerializerRead == null) {
_inputStreamReadZeroArray = new Byte[1024];
_inputSerializerRead = new FrameSerializer(DeterministicFrameSerializeMode.Serialize, null, new Byte[1024]);
}
_inputSerializerRead.Reset();
_inputSerializerRead.Frame = null;
_inputSerializerRead.Reading = true;
_inputSerializerRead.InputMode = true;
if (data == null || data.Length == 0) {
_inputSerializerRead.CopyFromArray(_inputStreamReadZeroArray);
} else {
_inputSerializerRead.CopyFromArray(data);
}
try {
*(Input*)buffer = Input.Read(_inputSerializerRead);
} catch (Exception exn) {
*(Input*)buffer = default;
// log exception
Log.Error("Received invalid input data from player {0}, could not deserialize.", player);
Log.Exception(exn);
}
}
void ApplyInputs(Frame f) {
for (Int32 i = 0; i < Session.PlayerCount; i++) {
var raw = f.GetRawInput(i);
if (raw == null) {
Log.Error($"Got null input for player {i}");
} else {
f.SetPlayerInput(i, *(Input*)raw);
}
}
}
Boolean ReadInputFromStream(out Input input) {
try {
input = Input.Read(_inputSerializerRead);
return true;
} catch {
input = default(Input);
return false;
}
}
void LogSimulationException(Exception exn) {
Log.Error("## Simulation Code Threw Exception ##");
Log.Exception(exn);
}
public byte[] GetExtraErrorFrameDumpData(DeterministicFrame frame) {
using (var stream = new MemoryStream()) {
using (var writer = new BinaryWriter(stream)) {
var data = new ChecksumErrorFrameDumpContext(this, (Frame)frame);
data.Serialize(this, writer);
}
return stream.ToArray();
}
}
}
}
// Game/QuantumGame.ReplayTools.cs
namespace Quantum {
public partial class QuantumGame {
public InputProvider RecordedInputs { get; private set; }
public ChecksumFile RecordedChecksums { get; private set; }
ChecksumFile _checksumsToVerify;
[Obsolete("No longer needed. Just use File.WriteAllBytes(path, serializer.SerializeAssets(assets))")]
public static void ExportDatabase(IEnumerable<AssetObject> assets, IAssetSerializer serializer, string folderPath, int serializationBufferSize, string dbExtension = ".json") {
var filePath = Path.Combine(folderPath, "db" + dbExtension);
File.WriteAllBytes(filePath, serializer.SerializeAssets(assets));
}
[Obsolete("Use GetInstantReplaySnapshot(int)")]
public Frame GetRecordedSnapshot(int frame) {
return GetInstantReplaySnapshot(frame);
}
public Frame GetInstantReplaySnapshot(int frame) {
if (!_instantReplaySnapshotsRecording) {
Log.Error("Can't find any recorded snapshots. Use StartRecordingSnapshots to start recording.");
return null;
}
var buffer = (_commonSnapshotInterval > 0 ? _checksumSnapshotBuffer : _instantReplaySnapshotBuffer);
Assert.Check(buffer != null);
var result = buffer.Find(frame, DeterministicFrameSnapshotBufferFindMode.ClosestLessThanOrEqual);
if (result == null) {
result = buffer.Find(frame, DeterministicFrameSnapshotBufferFindMode.Closest);
if (result == null) {
Log.Warn("Unable to find a replay snapshot for frame {0}. No snapshots were saved.", frame);
} else {
Log.Warn("Unable to find a replay snapshot for frame {0} or earlier. The closest match is {1}." +
"Increase the max replay length.", frame, result.Number);
}
}
return (Frame)result;
}
public void GetInstantReplaySnapshots(int startFrame, int endFrame, List<Frame> frames) {
if (!_instantReplaySnapshotsRecording) {
Log.Error("Can't find any recorded snapshots. Use StartRecordingSnapshots to start recording.");
return;
}
var buffer = (_commonSnapshotInterval > 0 ? _checksumSnapshotBuffer : _instantReplaySnapshotBuffer);
Assert.Check(buffer != null);
var firstFrame = buffer.Find(startFrame, DeterministicFrameSnapshotBufferFindMode.ClosestLessThanOrEqual);
var minFrameNumber = firstFrame?.Number ?? startFrame;
foreach (Frame frame in buffer.Data) {
if (frame == null) {
continue;
}
if (frame.Number >= minFrameNumber && frame.Number <= endFrame)
frames.Add(frame);
}
}
public ReplayFile CreateSavegame() {
if (Frames.Verified == null) {
Log.Error("Cannot create a savegame. Frames verified not found.");
return null;
}
return new ReplayFile {
DeterministicConfig = Frames.Verified.SessionConfig,
RuntimeConfig = Frames.Verified.RuntimeConfig,
InputHistory = null,
Length = Frames.Verified.Number,
Frame = Frames.Verified.Serialize(DeterministicFrameSerializeMode.Serialize)
};
}
public ReplayFile GetRecordedReplay() {
if (Frames.Verified == null) {
Log.Error("Cannot create a replay. Frames current or verified are not valid, yet.");
return null;
}
if (RecordedInputs == null) {
Log.Error("Cannot create a replay, because no recorded input was found. Use StartRecordingInput to start recording or setup RecordingFlags.");
return null;
}
var verifiedFrame = Frames.Verified.Number;
return new ReplayFile {
DeterministicConfig = Frames.Verified.SessionConfig,
RuntimeConfig = Frames.Verified.RuntimeConfig,
InputHistory = RecordedInputs.ExportToList(verifiedFrame),
Length = verifiedFrame,
InitialFrame = Session.InitialTick,
InitialFrameData = Session.IntitialFrameData,
};
}
private void ReplayToolsOnInputConfirmed(DeterministicFrameInputTemp input) {
if (RecordedInputs == null)
return;
RecordedInputs.OnInputConfirmed(this, input);
}
private void ReplayToolsOnGameResync() {
_instantReplaySnapshotBuffer?.Clear();
RecordedInputs?.Clear(Frames.Verified.Number);
RecordedChecksums?.Clear();
}
private void ReplayToolsOnChecksumComputed(Int32 frame, ulong checksum) {
if (RecordedChecksums != null) {
RecordedChecksums.RecordChecksum(this, frame, checksum);
}
if (_checksumsToVerify != null) {
_checksumsToVerify.VerifyChecksum(this, frame, checksum);
}
}
public void StartRecordingInput(Int32? startFrame = null) {
if (Session == null) {
Log.Error("Can't start input recording, because the session is invalid. Wait for the OnGameStart callback.");
return;
}
if (RecordedInputs == null) {
if (startFrame.HasValue) {
RecordedInputs = new InputProvider(Session.SessionConfig.PlayerCount, startFrame.Value, 60 * 60, 0);
} else {
// start frame is the session RollbackWindow
RecordedInputs = new InputProvider(Session.SessionConfig);
}
Log.Info("QuantumGame.ReplayTools: Input recording started");
}
}
public void StartRecordingChecksums() {
if (RecordedChecksums == null) {
RecordedChecksums = new ChecksumFile();
Log.Info("QuantumGame.ReplayTools: Checksum recording started");
}
}
public void StartVerifyingChecksums(ChecksumFile checksums) {
if (_checksumsToVerify == null) {
_checksumsToVerify = checksums;
Log.Info("QuantumGame.ReplayTools: Checksum verification started");
}
}
public void StartRecordingInstantReplaySnapshots() {
if (_instantReplaySnapshotsRecording) {
return;
}
if (InstantReplayConfig.LenghtSeconds <= 0 || InstantReplayConfig.SnapshotsPerSecond <= 0) {
Assert.Check(_instantReplaySnapshotBuffer == null);
Assert.Check(_commonSnapshotInterval <= 0);
Log.Error($"Can't start recording replay snapshots with these settings: {InstantReplayConfig}");
return;
}
_instantReplaySnapshotsRecording = true;
}
[Obsolete("Use StartRecordingInstantReplaySnapshots() instead and StartParameters properties instead.")]
public void StartRecordingSnapshots(float bufferSizeSec, int snapshotFrequencyPerSec) {
}
}
}
// Game/QuantumGame.EventDispatcher.cs
namespace Quantum {
public partial class QuantumGame {
Dictionary<EventKey, bool> _eventsTriggered;
Queue<EventKey> _eventsConfirmationQueue;
public int EventWaitingForConfirmationCount => _eventsConfirmationQueue.Count;
void InitEventInvoker(Int32 size) {
// how many events per frame without a resize
const int EventsPerTickHeuristic = 50;
_eventsTriggered = new Dictionary<EventKey, bool>(size * EventsPerTickHeuristic);
_eventsConfirmationQueue = new Queue<EventKey>(size * EventsPerTickHeuristic);
}
void RaiseEvent(EventBase evnt) {
try {
evnt.Game = this;
_eventDispatcher?.Publish(evnt);
} catch (Exception exn) {
Log.Error("## Event Callback Threw Exception ##");
Log.Exception(exn);
}
}
void CancelPendingEvents() {
while (_eventsConfirmationQueue.Count > 0) {
var key = _eventsConfirmationQueue.Dequeue();
_eventsTriggered.Remove(key);
InvokeOnEvent(key, false);
}
_eventsTriggered.Clear();
}
void InvokeEvents() {
while (_context.Events.Count > 0) {
var head = _context.Events.PopHead();
try {
if (head.Synced) {
if (Session.IsFrameVerified(head.Tick)) {
RaiseEvent(head);
}
} else {
// calculate hash code
var key = new EventKey(head.Tick, head.Id, head.GetHashCode());
// if frame is verified, CONFIRM the event in the temp collection of hashes
bool confirmed = Session.IsFrameVerified(head.Tick);
// if this was already raised, do nothing
if (!_eventsTriggered.TryGetValue(key, out var alreadyConfirmed)) {
// dont trigger this again
_eventsTriggered.Add(key, confirmed);
// trigger event
RaiseEvent(head);
// enqueue confirmation
_eventsConfirmationQueue.Enqueue(key);
} else if (confirmed && !alreadyConfirmed) {
// confirm this event is definitive...
_eventsTriggered[key] = confirmed;
}
}
} finally {
_context.ReleaseEvent(head);
}
}
// invoke confirmed/canceled event callbacks
while (_eventsConfirmationQueue.Count > 0) {
var key = _eventsConfirmationQueue.Peek();
// need to wait; this will block confirmations from resimulations to maintain order
if (!Session.IsFrameVerified(key.Tick)) {
Assert.Check(key.Tick <= Session.FrameVerified.Number + Session.RollbackWindow);
break;
}
var confirmed = _eventsTriggered[key];
_eventsTriggered.Remove(key);
_eventsConfirmationQueue.Dequeue();
InvokeOnEvent(key, confirmed);
}
}
}
}
// Game/QuantumGameCallbacks.cs
namespace Quantum {
public enum CallbackId {
PollInput,
GameStarted,
GameResynced,
GameDestroyed,
UpdateView,
SimulateFinished,
EventCanceled,
EventConfirmed,
ChecksumError,
ChecksumErrorFrameDump,
InputConfirmed,
ChecksumComputed,
PluginDisconnect,
UserCallbackIdStart,
}
/// <summary>
/// Callback called when the simulation queries local input.
/// </summary>
public sealed class CallbackPollInput : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.PollInput;
internal CallbackPollInput(QuantumGame game) : base(ID, game) { }
public Int32 Frame;
public Int32 Player;
public void SetInput(Input input, DeterministicInputFlags flags) {
IsInputSet = true;
Input = input;
Flags = flags;
}
public void SetInput(QTuple<Input, DeterministicInputFlags> input) {
SetInput(input.Item0, input.Item1);
}
public bool IsFirstInThisUpdate { get; internal set; }
public bool IsInputSet { get; internal set; }
public Input Input { get; private set; }
public DeterministicInputFlags Flags { get; private set; }
}
/// <summary>
/// Callback called when the game has been started.
/// </summary>
public sealed class CallbackGameStarted : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.GameStarted;
internal CallbackGameStarted(QuantumGame game) : base(ID, game) { }
}
/// <summary>
/// Callback called when the game has been re-synchronized from a snapshot.
/// </summary>
public sealed class CallbackGameResynced : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.GameResynced;
internal CallbackGameResynced(QuantumGame game) : base(ID, game) { }
}
/// <summary>
/// Callback called when the game was destroyed.
/// </summary>
public sealed class CallbackGameDestroyed : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.GameDestroyed;
internal CallbackGameDestroyed(QuantumGame game) : base(ID, game) { }
}
/// <summary>
/// Callback guaranteed to be called every rendered frame.
/// </summary>
public sealed class CallbackUpdateView : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.UpdateView;
internal CallbackUpdateView(QuantumGame game) : base(ID, game) { }
}
/// <summary>
/// Callback called when frame simulation has completed.
/// </summary>
public sealed class CallbackSimulateFinished : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.SimulateFinished;
internal CallbackSimulateFinished(QuantumGame game) : base(ID, game) { }
public Frame Frame;
}
/// <summary>
/// Callback called when an event raised in a predicted frame was canceled in a verified frame due to a roll-back / missed prediction.
/// Synchronised events are only raised on verified frames and thus will never be canceled; this is useful to graciously discard non-sync'ed events in the view.
/// </summary>
public sealed class CallbackEventCanceled : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.EventCanceled;
internal CallbackEventCanceled(QuantumGame game) : base(ID, game) { }
public EventKey EventKey;
}
/// <summary>
/// Callback called when an event was confirmed by a verified frame.
/// </summary>
public sealed class CallbackEventConfirmed : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.EventConfirmed;
internal CallbackEventConfirmed(QuantumGame game) : base(ID, game) { }
public EventKey EventKey;
}
/// <summary>
/// Callback called on a checksum error.
/// </summary>
public sealed class CallbackChecksumError : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.ChecksumError;
internal CallbackChecksumError(QuantumGame game) : base(ID, game) { }
public DeterministicTickChecksumError Error;
internal DeterministicFrame[] _rawFrames;
internal Frame[] _convertedFrame;
public int FrameCount => Frames.Length;
public Frame GetFrame(int index) => (Frame)Frames[index];
public Frame[] Frames {
get {
if (_convertedFrame == null) {
_convertedFrame = new Frame[_rawFrames.Length];
for (int i = 0; i < _rawFrames.Length; ++i) {
_convertedFrame[i] = (Frame)_rawFrames[i];
}
}
return _convertedFrame;
}
}
}
/// <summary>
/// Callback called when due to a checksum error a frame is dumped.
/// </summary>
public sealed class CallbackChecksumErrorFrameDump : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.ChecksumErrorFrameDump;
internal CallbackChecksumErrorFrameDump(QuantumGame game) : base(ID, game) { }
public Int32 ActorId;
public Int32 FrameNumber;
public Byte[] FrameData;
public Byte[] RuntimeConfigBytes;
public Byte[] ExtraBytes;
public DeterministicSessionConfig SessionConfig;
private Frame _frameToOverride;
private Byte[] _overridenFrameData;
private SimulationConfig _overridenSimulationConfig;
private DeterministicSessionConfig _overridenSessionConfig;
private RuntimeConfig _overridenRuntimeConfig;
private QTuple<bool, string> _frameDump;
private QTuple<bool, Frame> _frame;
private QTuple<bool, RuntimeConfig> _runtimeConfig;
private QTuple<bool, ChecksumErrorFrameDumpContext> _context;
internal void Clear() {
try {
if (_overridenRuntimeConfig != null) {
_frameToOverride.RuntimeConfig = _overridenRuntimeConfig;
}
if (_overridenSessionConfig != null) {
_frameToOverride.SessionConfig = _overridenSessionConfig;
}
if (_overridenSimulationConfig != null) {
_frameToOverride.SimulationConfig = _overridenSimulationConfig;
}
if (_overridenFrameData != null) {
_frameToOverride.Deserialize(_overridenFrameData);
}
} finally {
_frameToOverride = null;
_overridenFrameData = null;
_overridenSimulationConfig = null;
_overridenSessionConfig = null;
_overridenRuntimeConfig = null;
_runtimeConfig = default;
_context = default;
_frame = default;
_frameDump = default;
SessionConfig = null;
}
}
public Frame Frame {
get {
if (!_frame.Item0) {
_frame = QTuple.Create(true, (Frame)null);
if (_frameToOverride != null) {
var originalFrameData = _frameToOverride.Serialize(DeterministicFrameSerializeMode.Serialize);
try {
_frameToOverride.Deserialize(FrameData);
_frame = QTuple.Create(true, _frameToOverride);
_overridenFrameData = originalFrameData;
} catch (System.Exception ex) {
// revert to the old data
Log.Warn($"Failed to deserilize dump frame. The snapshot will appear as raw data.\n{ex}");
_frameToOverride.Deserialize(originalFrameData);
}
_overridenRuntimeConfig = _frameToOverride.RuntimeConfig;
_overridenSessionConfig = _frameToOverride.SessionConfig;
_overridenSimulationConfig = _frameToOverride.SimulationConfig;
_frameToOverride.SessionConfig = SessionConfig;
if (RuntimeConfig != null) {
_frameToOverride.RuntimeConfig = RuntimeConfig;
}
if (SimulationConfig != null) {
_frameToOverride.SimulationConfig = SimulationConfig;
}
}
}
return _frame.Item1;
}
}
public string FrameDump {
get {
if (!_frameDump.Item0) {
if (Frame != null) {
int dumpFlags = Frame.DumpFlag_NoHeap | Frame.DumpFlag_NoIsVerified;
if (RuntimeConfig == null) {
dumpFlags |= Frame.DumpFlag_NoRuntimeConfig;
}
if (SimulationConfig == null) {
dumpFlags |= Frame.DumpFlag_NoSimulationConfig;
}
var options = Game.Configurations.Simulation.ChecksumErrorDumpOptions;
if (options.HasFlag(SimulationConfigChecksumErrorDumpOptions.ReadableDynamicDB)) {
dumpFlags |= Frame.DumpFlag_ReadableDynamicDB;
}
if (options.HasFlag(SimulationConfigChecksumErrorDumpOptions.RawFPValues)) {
dumpFlags |= Frame.DumpFlag_PrintRawValues;
}
if (options.HasFlag(SimulationConfigChecksumErrorDumpOptions.ComponentChecksums)) {
dumpFlags |= Frame.DumpFlag_ComponentChecksums;
}
_frameDump = QTuple.Create(true, Frame.DumpFrame(dumpFlags));
if (Context?.AssetDBChecksums != null) {
var sb = new StringBuilder();
sb.Append(_frameDump.Item1);
sb.AppendLine();
sb.AppendLine("# RECEIVED ASSETDB CHECKSUMS");
foreach (var entry in Context.AssetDBChecksums) {
sb.Append(entry.Item0).Append(": ").Append(entry.Item1).AppendLine();
}
_frameDump = QTuple.Create(true, sb.ToString());
}
} else {
unsafe {
byte[] actualData = FrameData;
bool wasCompressed = false;
try {
actualData = ByteUtils.GZipDecompressBytes(FrameData);
wasCompressed = true;
} catch { }
fixed (byte* p = actualData) {
var printer = new FramePrinter();
printer.AddLine($"#### RAW FRAME DUMP (was compressed: {wasCompressed}) ####");
printer.ScopeBegin();
UnmanagedUtils.PrintBytesHex(p, FrameData.Length, 32, printer);
printer.ScopeEnd();
_frameDump = QTuple.Create(true, printer.ToString());
}
}
}
}
return _frameDump.Item1;
}
}
public RuntimeConfig RuntimeConfig {
get {
if (!_runtimeConfig.Item0) {
try {
_runtimeConfig = QTuple.Create(true, RuntimeConfig.FromByteArray(RuntimeConfigBytes));
} catch (Exception ex) {
Log.Exception(ex);
_runtimeConfig = QTuple.Create(true, (RuntimeConfig)null);
}
}
return _runtimeConfig.Item1;
}
}
public SimulationConfig SimulationConfig => Context?.SimulationConfig;
internal void Init(Frame frame) {
_frameToOverride = frame;
}
public ChecksumErrorFrameDumpContext Context {
get {
if (!_context.Item0) {
try {
using (var reader = new BinaryReader(new MemoryStream(ExtraBytes))) {
_context = QTuple.Create(true, ChecksumErrorFrameDumpContext.Deserialize(Game, reader));
}
} catch (Exception ex) {
Log.Exception(ex);
_context = QTuple.Create(true, (ChecksumErrorFrameDumpContext)null);
}
}
return _context.Item1;
}
}
}
/// <summary>
/// Callback when local input was confirmed.
/// </summary>
public sealed class CallbackInputConfirmed : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.InputConfirmed;
internal CallbackInputConfirmed(QuantumGame game) : base(ID, game) { }
public DeterministicFrameInputTemp Input;
}
/// <summary>
/// Callback called when a checksum has been computed.
/// </summary>
public sealed class CallbackChecksumComputed : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.ChecksumComputed;
internal CallbackChecksumComputed(QuantumGame game) : base(ID, game) { }
public Int32 Frame;
public UInt64 Checksum;
}
/// <summary>
/// Callback called when the local client is disconnected by the plugin.
/// </summary>
public sealed class CallbackPluginDisconnect : QuantumGame.CallbackBase {
public new const Int32 ID = (int)CallbackId.PluginDisconnect;
internal CallbackPluginDisconnect(QuantumGame game) : base(ID, game) { }
public string Reason;
}
partial class QuantumGame {
public class CallbackBase : Quantum.CallbackBase {
public new QuantumGame Game {
get => (QuantumGame)base.Game;
set => base.Game = value;
}
public CallbackBase(int id, QuantumGame game) : base(id, game) {
}
public static Type GetCallbackType(CallbackId id) {
switch (id) {
case CallbackId.ChecksumComputed: return typeof(CallbackChecksumComputed);
case CallbackId.ChecksumError: return typeof(CallbackChecksumError);
case CallbackId.ChecksumErrorFrameDump: return typeof(CallbackChecksumErrorFrameDump);
case CallbackId.EventCanceled: return typeof(CallbackEventCanceled);
case CallbackId.EventConfirmed: return typeof(CallbackEventConfirmed);
case CallbackId.GameDestroyed: return typeof(CallbackGameDestroyed);
case CallbackId.GameStarted: return typeof(CallbackGameStarted);
case CallbackId.InputConfirmed: return typeof(CallbackInputConfirmed);
case CallbackId.PollInput: return typeof(CallbackPollInput);
case CallbackId.SimulateFinished: return typeof(CallbackSimulateFinished);
case CallbackId.UpdateView: return typeof(CallbackUpdateView);
case CallbackId.PluginDisconnect: return typeof(CallbackPluginDisconnect);
default: throw new ArgumentOutOfRangeException(nameof(id));
}
}
}
// callback objects
private CallbackChecksumComputed _callbackChecksumComputed;
private CallbackChecksumError _callbackChecksumError;
private CallbackChecksumErrorFrameDump _callbackChecksumErrorFrameDump;
private CallbackEventCanceled _callbackEventCanceled;
private CallbackEventConfirmed _callbackEventConfirmed;
private CallbackGameDestroyed _callbackGameDestroyed;
private CallbackGameStarted _callbackGameStarted;
private CallbackGameResynced _callbackGameResynced;
private CallbackInputConfirmed _callbackInputConfirmed;
private CallbackPollInput _callbackPollInput;
private CallbackSimulateFinished _callbackSimulateFinished;
private CallbackUpdateView _callbackUpdateView;
private CallbackPluginDisconnect _callbackPluginDisconnect;
public void InitCallbacks() {
_callbackChecksumComputed = new CallbackChecksumComputed(this);
_callbackChecksumError = new CallbackChecksumError(this);
_callbackChecksumErrorFrameDump = new CallbackChecksumErrorFrameDump(this);
_callbackEventCanceled = new CallbackEventCanceled(this);
_callbackEventConfirmed = new CallbackEventConfirmed(this);
_callbackGameDestroyed = new CallbackGameDestroyed(this);
_callbackGameStarted = new CallbackGameStarted(this);
_callbackGameResynced = new CallbackGameResynced(this);
_callbackInputConfirmed = new CallbackInputConfirmed(this);
_callbackPollInput = new CallbackPollInput(this);
_callbackSimulateFinished = new CallbackSimulateFinished(this);
_callbackUpdateView = new CallbackUpdateView(this);
_callbackPluginDisconnect = new CallbackPluginDisconnect(this);
}
public void InvokeOnGameEnded() {
// not implemented
}
public void InvokeOnDestroy() {
try {
_callbackDispatcher?.Publish(_callbackGameDestroyed);
} catch (Exception ex) {
Log.Exception(ex);
}
}
void InvokeOnGameStart() {
try {
_callbackDispatcher?.Publish(_callbackGameStarted);
} catch (Exception ex) {
Log.Exception(ex);
}
}
void InvokeOnGameResync() {
try {
_callbackDispatcher?.Publish(_callbackGameResynced);
} catch (Exception ex) {
Log.Exception(ex);
}
}
QTuple<Input, DeterministicInputFlags> InvokeOnPollInput(int frame, int player, bool isFirstInThisUpdate) {
try {
_callbackPollInput.IsInputSet = false;
_callbackPollInput.Frame = frame;
_callbackPollInput.Player = player;
_callbackPollInput.IsFirstInThisUpdate = isFirstInThisUpdate;
_callbackDispatcher?.Publish(_callbackPollInput);
if (_callbackPollInput.IsInputSet) {
return QTuple.Create(_callbackPollInput.Input, _callbackPollInput.Flags);
}
return default;
} catch (Exception ex) {
Log.Exception(ex);
return default;
}
}
void InvokeOnUpdateView() {
HostProfiler.Start("QuantumGame.InvokeOnUpdateView");
try {
_callbackDispatcher?.Publish(_callbackUpdateView);
} catch (Exception ex) {
Log.Exception(ex);
}
HostProfiler.End();
}
public void InvokeOnSimulateFinished(DeterministicFrame state) {
HostProfiler.Start("QuantumGame.InvokeOnSimulateFinished");
try {
_callbackSimulateFinished.Frame = (Frame)state;
_callbackDispatcher?.Publish(_callbackSimulateFinished);
} catch (Exception ex) {
Log.Exception(ex);
}
_callbackSimulateFinished.Frame = null;
HostProfiler.End();
}
public void InvokeOnChecksumError(DeterministicTickChecksumError error, DeterministicFrame[] frames) {
try {
_callbackChecksumError.Error = error;
_callbackChecksumError._rawFrames = frames;
_callbackChecksumError._convertedFrame = null;
try {
_callbackDispatcher?.Publish(_callbackChecksumError);
} finally {
_callbackChecksumError._rawFrames = null;
_callbackChecksumError._convertedFrame = null;
}
} catch (Exception ex) {
Log.Exception(ex);
}
}
public void InvokeOnChecksumComputed(Int32 frame, ulong checksum) {
try {
_callbackChecksumComputed.Frame = frame;
_callbackChecksumComputed.Checksum = checksum;
_callbackDispatcher?.Publish(_callbackChecksumComputed);
} catch (Exception ex) {
Log.Exception(ex);
}
}
public void InvokeOnInputConfirmed(DeterministicFrameInputTemp input) {
try {
_callbackInputConfirmed.Input = input;
try {
_callbackDispatcher?.Publish(_callbackInputConfirmed);
} finally {
_callbackInputConfirmed.Input = default;
}
} catch (Exception ex) {
Log.Exception(ex);
}
}
public void InvokeOnChecksumErrorFrameDump(Int32 actorId, Int32 frameNumber, DeterministicSessionConfig sessionConfig, byte[] runtimeConfig, byte[] frameData, byte[] extraData) {
HostProfiler.Start("QuantumGame.InvokeOnChecksumErrorFrameDump");
try {
// find the frame that's going to be overwritten:
Frame frameToOverwrite = null;
if (_checksumSnapshotBuffer?.Capacity > 0) {
if (_checksumSnapshotBuffer.Count == 0) {
_checksumSnapshotBuffer.PushBack(Frames.Verified, this, _context);
}
frameToOverwrite = (Frame)_checksumSnapshotBuffer.PeekBack();
} else {
// TODO: use replay buffer maybe? or one of predicted?
Log.Warn("Unable to acquire a frame to decode the snapshot. The snapshot will appear as raw binary data. Increase ChecksumFrameBufferSize.");
}
try {
_callbackChecksumErrorFrameDump.Init(frameToOverwrite);
_callbackChecksumErrorFrameDump.ActorId = actorId;
_callbackChecksumErrorFrameDump.FrameNumber = frameNumber;
_callbackChecksumErrorFrameDump.FrameData = frameData;
_callbackChecksumErrorFrameDump.SessionConfig = sessionConfig;
_callbackChecksumErrorFrameDump.RuntimeConfigBytes = runtimeConfig;
_callbackChecksumErrorFrameDump.ExtraBytes = extraData;
_callbackDispatcher?.Publish(_callbackChecksumErrorFrameDump);
} finally {
_callbackChecksumErrorFrameDump.Clear();
}
} catch (Exception ex) {
HostProfiler.End();
Log.Exception(ex);
}
}
private void InvokeOnEvent(EventKey key, bool confirmed) {
try {
if (confirmed) {
_callbackEventConfirmed.EventKey = key;
_callbackDispatcher?.Publish(_callbackEventConfirmed);
} else {
// call event cancelation, passing: game (this), frame (f), event hash...
// also pass the index from eventCollection (trhis is the event type ID);
_callbackEventCanceled.EventKey = key;
_callbackDispatcher?.Publish(_callbackEventCanceled);
}
} catch (Exception ex) {
Log.Exception(ex);
}
}
public void InvokeOnPluginDisconnect(string reason) {
try {
_callbackPluginDisconnect.Reason = reason;
_callbackDispatcher?.Publish(_callbackPluginDisconnect);
} catch (Exception ex) {
Log.Exception(ex);
}
}
}
}
// Replay/DotNetTaskRunner.cs
namespace Quantum {
public class DotNetTaskRunner : IDeterministicPlatformTaskRunner {
int _length;
bool[] _done = new bool[128];
public void Schedule(Action[] delegates) {
// store how many we're executing
_length = delegates.Length;
// clear current state
Array.Clear(_done, 0, _done.Length);
// barrier this
Thread.MemoryBarrier();
// queue work
for (int i = 0; i < delegates.Length; ++i) {
ThreadPool.QueueUserWorkItem(Wrap(i, delegates[i]));
}
}
public void WaitForComplete() {
throw new NotImplementedException();
}
public bool PollForComplete() {
for (int i = 0; i < _length; ++i) {
if (Volatile.Read(ref _done[i]) == false) {
return false;
}
}
return true;
}
WaitCallback Wrap(int index, Action callback) {
return _ => {
try {
Photon.Deterministic.Assert.Check(Volatile.Read(ref _done[index]) == false);
callback();
} catch (Exception exn) {
Log.Exception(exn);
} finally {
Volatile.Write(ref _done[index], true);
}
};
}
}
}
// Replay/FlatEntityPrototypeContainer.cs
namespace Quantum.Prototypes {
[Serializable]
public partial class FlatEntityPrototypeContainer {
[ArrayLength(0, 1)] public List<CharacterController2D_Prototype> CharacterController2D;
[ArrayLength(0, 1)] public List<CharacterController3D_Prototype> CharacterController3D;
[ArrayLength(0, 1)] public List<NavMeshAvoidanceAgent_Prototype> NavMeshAvoidanceAgent;
[ArrayLength(0, 1)] public List<NavMeshAvoidanceObstacle_Prototype> NavMeshAvoidanceObstacle;
[ArrayLength(0, 1)] public List<NavMeshPathfinder_Prototype> NavMeshPathfinder;
[ArrayLength(0, 1)] public List<NavMeshSteeringAgent_Prototype> NavMeshSteeringAgent;
[ArrayLength(0, 1)] public List<PhysicsBody2D_Prototype> PhysicsBody2D;
[ArrayLength(0, 1)] public List<PhysicsBody3D_Prototype> PhysicsBody3D;
[ArrayLength(0, 1)] public List<PhysicsCollider2D_Prototype> PhysicsCollider2D;
[ArrayLength(0, 1)] public List<PhysicsCollider3D_Prototype> PhysicsCollider3D;
[ArrayLength(0, 1)] public List<PhysicsCallbacks2D_Prototype> PhysicsCallbacks2D;
[ArrayLength(0, 1)] public List<PhysicsCallbacks3D_Prototype> PhysicsCallbacks3D;
[ArrayLength(0, 1)] public List<Transform2D_Prototype> Transform2D;
[ArrayLength(0, 1)] public List<Transform2DVertical_Prototype> Transform2DVertical;
[ArrayLength(0, 1)] public List<Transform3D_Prototype> Transform3D;
[ArrayLength(0, 1)] public List<View_Prototype> View;
[ArrayLength(0, 1)] public List<PhysicsJoints2D_Prototype> PhysicsJoints2D;
[ArrayLength(0, 1)] public List<PhysicsJoints3D_Prototype> PhysicsJoints3D;
public void Collect(List<ComponentPrototype> target) {
Collect(CharacterController2D, target);
Collect(CharacterController3D, target);
Collect(NavMeshAvoidanceAgent, target);
Collect(NavMeshAvoidanceObstacle, target);
Collect(NavMeshPathfinder, target);
Collect(NavMeshSteeringAgent, target);
Collect(PhysicsBody2D, target);
Collect(PhysicsBody3D, target);
Collect(PhysicsCollider2D, target);
Collect(PhysicsCollider3D, target);
Collect(PhysicsCallbacks2D, target);
Collect(PhysicsCallbacks3D, target);
Collect(Transform2D, target);
Collect(Transform2DVertical, target);
Collect(Transform3D, target);
Collect(View, target);
Collect(PhysicsJoints2D, target);
Collect(PhysicsJoints3D, target);
CollectGen(target);
}
public void Store(IList<ComponentPrototype> prototypes) {
var visitor = new FlatEntityPrototypeContainer.StoreVisitor() {
Storage = this
};
foreach (var prototype in prototypes) {
prototype.Dispatch(visitor);
}
}
public unsafe partial class StoreVisitor : ComponentPrototypeVisitor {
public FlatEntityPrototypeContainer Storage;
public override void Visit(CharacterController2D_Prototype prototype) {
Storage.Store(prototype, ref Storage.CharacterController2D);
}
public override void Visit(CharacterController3D_Prototype prototype) {
Storage.Store(prototype, ref Storage.CharacterController3D);
}
public override void Visit(NavMeshAvoidanceAgent_Prototype prototype) {
Storage.Store(prototype, ref Storage.NavMeshAvoidanceAgent);
}
public override void Visit(NavMeshAvoidanceObstacle_Prototype prototype) {
Storage.Store(prototype, ref Storage.NavMeshAvoidanceObstacle);
}
public override void Visit(NavMeshPathfinder_Prototype prototype) {
Storage.Store(prototype, ref Storage.NavMeshPathfinder);
}
public override void Visit(NavMeshSteeringAgent_Prototype prototype) {
Storage.Store(prototype, ref Storage.NavMeshSteeringAgent);
}
public override void Visit(PhysicsBody2D_Prototype prototype) {
Storage.Store(prototype, ref Storage.PhysicsBody2D);
}
public override void Visit(PhysicsBody3D_Prototype prototype) {
Storage.Store(prototype, ref Storage.PhysicsBody3D);
}
public override void Visit(PhysicsCollider2D_Prototype prototype) {
Storage.Store(prototype, ref Storage.PhysicsCollider2D);
}
public override void Visit(PhysicsCollider3D_Prototype prototype) {
Storage.Store(prototype, ref Storage.PhysicsCollider3D);
}
public override void Visit(PhysicsCallbacks2D_Prototype prototype) {
Storage.Store(prototype, ref Storage.PhysicsCallbacks2D);
}
public override void Visit(PhysicsCallbacks3D_Prototype prototype) {
Storage.Store(prototype, ref Storage.PhysicsCallbacks3D);
}
public override void Visit(Transform2D_Prototype prototype) {
Storage.Store(prototype, ref Storage.Transform2D);
}
public override void Visit(Transform2DVertical_Prototype prototype) {
Storage.Store(prototype, ref Storage.Transform2DVertical);
}
public override void Visit(Transform3D_Prototype prototype) {
Storage.Store(prototype, ref Storage.Transform3D);
}
public override void Visit(View_Prototype prototype) {
Storage.Store(prototype, ref Storage.View);
}
public override void Visit(PhysicsJoints2D_Prototype prototype) {
Storage.Store(prototype, ref Storage.PhysicsJoints2D);
}
public override void Visit(PhysicsJoints3D_Prototype prototype) {
Storage.Store(prototype, ref Storage.PhysicsJoints3D);
}
}
partial void CollectGen(List<ComponentPrototype> target);
private void Collect<TPrototype>(List<TPrototype> source, List<ComponentPrototype> destination) where TPrototype : ComponentPrototype {
if (source == null)
return;
for (int i = 0; i < source.Count; ++i)
destination.Add(source[i]);
}
private void Store<T>(T value, ref List<T> destination) {
Assert.Check(value.GetType() == typeof(T));
if (destination == null)
destination = new List<T>(1);
destination.Add(value);
}
}
}
// Replay/InactiveTaskRunner.cs
namespace Quantum {
public class InactiveTaskRunner : IDeterministicPlatformTaskRunner {
public void Schedule(Action[] delegates) { }
public void WaitForComplete() { }
public bool PollForComplete() {
return true;
}
}
}
// Replay/JsonAssetSerializerBase.cs
namespace Quantum {
public abstract class JsonAssetSerializerBase : IAssetSerializer {
private List<ComponentPrototype> _prototypeBuffer = new List<ComponentPrototype>();
public bool IsPrettyPrintEnabled { get; set; } = false;
/// <summary>
/// If set to a positive value, all uncompressed BinaryData assets with size over the value will be compressed
/// during serialization.
/// </summary>
public int CompressBinaryDataOnSerializationThreshold { get; set; } = 1024;
/// <summary>
/// If true, all compressed BinaryData assets will be decompressed during deserialization.
/// </summary>
public bool DecompressBinaryDataOnDeserialization { get; set; }
public Encoding Encoding => Encoding.UTF8;
public byte[] SerializeReplay(ReplayFile replay) {
var json = ToJson(replay);
return Encoding.GetBytes(json);
}
public ReplayFile DeserializeReplay(byte[] data) {
var json = Encoding.GetString(data);
return (ReplayFile)FromJson(json, typeof(ReplayFile));
}
public byte[] SerializeChecksum(ChecksumFile checksums) {
var json = ToJson(checksums);
return Encoding.GetBytes(json);
}
public ChecksumFile DeserializeChecksum(byte[] data) {
var json = Encoding.GetString(data);
return (ChecksumFile)FromJson(json, typeof(ChecksumFile));
}
public byte[] SerializeAssets(IEnumerable<AssetObject> assets) {
FlatDatabaseFile db = new FlatDatabaseFile();
List<UserAssetSurrogate> userAssets = new List<UserAssetSurrogate>();
var visitor = new AssetVisitor() {
Storage = db,
Serializer = this
};
Assembly executingAssembly = typeof(JsonAssetSerializerBase).Assembly;
foreach (var asset in assets) {
if (asset is IBuiltInAssetObject builtInAsset) {
builtInAsset.Dispatch(visitor);
} else {
var assetType = asset.GetType();
var surrogate = new UserAssetSurrogate() {
Type = (assetType.Assembly == executingAssembly) ? assetType.FullName : assetType.AssemblyQualifiedName,
Json = ToJson(asset),
};
userAssets.Add(surrogate);
}
}
db.UserAssets = userAssets;
var json = ToJson(db);
return Encoding.GetBytes(json);
}
public string PrintAsset(AssetObject asset) {
object objectToSerialize = asset;
if ( asset is EntityPrototype ep ) {
objectToSerialize = CreateSurrogate(ep);
} else if ( asset is Map map) {
objectToSerialize = CreateSurrogate(map);
}
return ToJson(objectToSerialize);
}
public IEnumerable<AssetObject> DeserializeAssets(byte[] data) => IAssetSerializerExtensions.DeserializeAssets(this, data);
public IEnumerable<AssetObject> DeserializeAssets(byte[] data, int index, int count) {
string json = Encoding.UTF8.GetString(data, index, count);
var db = (FlatDatabaseFile)FromJson(json, typeof(FlatDatabaseFile));
List<AssetObject> result = new List<AssetObject>();
Collect(db.CharacterController2DConfig, result);
Collect(db.CharacterController3DConfig, result);
Collect(db.EntityView, result);
Collect(db.NavMesh, result);
Collect(db.NavMeshAgentConfig, result);
Collect(db.PhysicsMaterial, result);
Collect(db.PolygonCollider, result);
Collect(db.TerrainCollider, result);
if (db.EntityPrototype != null) {
foreach (var surrogate in db.EntityPrototype) {
result.Add(CreateFromSurrogate(surrogate));
}
}
if (db.Map != null) {
foreach (var surrogate in db.Map) {
result.Add(CreateFromSurrogate(surrogate));
}
}
if (db.BinaryData != null) {
foreach (var surrogate in db.BinaryData) {
result.Add(CreateFromSurrogate(surrogate));
}
}
if (db.UserAssets != null) {
foreach (var surrogate in db.UserAssets) {
var type = Type.GetType(surrogate.Type, true);
var asset = (AssetObject)FromJson(surrogate.Json, type);
result.Add(asset);
}
}
return result;
}
protected void Collect<AssetType>(List<AssetType> source, List<AssetObject> destination) where AssetType : AssetObject {
if (source == null)
return;
for (int i = 0; i < source.Count; ++i)
destination.Add(source[i]);
}
protected abstract object FromJson(string json, Type type);
protected abstract string ToJson(object obj);
private static EntityPrototypeSurrogate CreateSurrogate(EntityPrototype asset) {
var visitor = new FlatEntityPrototypeContainer.StoreVisitor() {
Storage = new FlatEntityPrototypeContainer()
};
foreach (var prototype in asset.Container.Components) {
prototype.Dispatch(visitor);
}
return new EntityPrototypeSurrogate() {
Identifier = asset.Identifier,
Container = visitor.Storage
};
}
private static MapSurrogate CreateSurrogate(Map asset) {
var mapEntities = new FlatEntityPrototypeContainer[asset.MapEntities.Length];
var visitor = new FlatEntityPrototypeContainer.StoreVisitor();
for (int i = 0; i < mapEntities.Length; ++i) {
visitor.Storage = mapEntities[i] = new FlatEntityPrototypeContainer();
foreach (var prototype in asset.MapEntities[i].Components) {
prototype.Dispatch(visitor);
}
}
return new MapSurrogate() {
Map = asset,
MapEntities = mapEntities,
};
}
private EntityPrototype CreateFromSurrogate(EntityPrototypeSurrogate surrogate) {
try {
Assert.Check(_prototypeBuffer.Count == 0);
surrogate.Container.Collect(_prototypeBuffer);
return new EntityPrototype() {
Identifier = surrogate.Identifier,
Container = new EntityPrototypeContainer() {
Components = _prototypeBuffer.ToArray()
}
};
} finally {
_prototypeBuffer.Clear();
}
}
private Map CreateFromSurrogate(MapSurrogate surrogate) {
Assert.Check(_prototypeBuffer.Count == 0);
var entityCount = surrogate.MapEntities.Length;
var mapEntities = new EntityPrototypeContainer[entityCount];
for (int i = 0; i < entityCount; ++i) {
try {
surrogate.MapEntities[i].Collect(_prototypeBuffer);
mapEntities[i] = new EntityPrototypeContainer() {
Components = _prototypeBuffer.ToArray()
};
} finally {
_prototypeBuffer.Clear();
}
}
var map = surrogate.Map;
map.MapEntities = mapEntities;
return map;
}
private BinaryDataSurrogate CreateSurrogate(BinaryData asset) {
byte[] data = asset.Data ?? Array.Empty<byte>();
bool isCompressed = asset.IsCompressed;
if (!asset.IsCompressed && CompressBinaryDataOnSerializationThreshold > 0 && data.Length >= CompressBinaryDataOnSerializationThreshold) {
data = ByteUtils.GZipCompressBytes(data);
isCompressed = true;
}
return new BinaryDataSurrogate() {
Identifier = asset.Identifier,
Base64Data = ByteUtils.Base64Encode(data),
IsCompressed = isCompressed,
};
}
private BinaryData CreateFromSurrogate(BinaryDataSurrogate surrogate) {
var result = new BinaryData() {
Identifier = surrogate.Identifier,
Data = ByteUtils.Base64Decode(surrogate.Base64Data),
IsCompressed = surrogate.IsCompressed,
};
if (surrogate.IsCompressed && DecompressBinaryDataOnDeserialization) {
result.IsCompressed = false;
result.Data = ByteUtils.GZipDecompressBytes(result.Data);
}
return result;
}
[Serializable]
public class EntityPrototypeSurrogate {
public FlatEntityPrototypeContainer Container;
public AssetObjectIdentifier Identifier;
}
[Serializable]
public class MapSurrogate {
public Map Map;
public FlatEntityPrototypeContainer[] MapEntities;
}
[Serializable]
public class UserAssetSurrogate {
public string Json;
public string Type;
}
[Serializable]
public class BinaryDataSurrogate {
public AssetObjectIdentifier Identifier;
public bool IsCompressed;
public string Base64Data;
}
private class AssetVisitor : IAssetObjectVisitor {
public FlatDatabaseFile Storage;
public JsonAssetSerializerBase Serializer;
void IAssetObjectVisitor.Visit(BinaryData asset) {
Storage.BinaryData.Add(Serializer.CreateSurrogate(asset));
}
void IAssetObjectVisitor.Visit(CharacterController2DConfig asset) {
Storage.CharacterController2DConfig.Add(asset);
}
void IAssetObjectVisitor.Visit(CharacterController3DConfig asset) {
Storage.CharacterController3DConfig.Add(asset);
}
void IAssetObjectVisitor.Visit(EntityPrototype asset) {
Storage.EntityPrototype.Add(CreateSurrogate(asset));
}
void IAssetObjectVisitor.Visit(EntityView asset) {
Storage.EntityView.Add(asset);
}
void IAssetObjectVisitor.Visit(Map asset) {
Storage.Map.Add(CreateSurrogate(asset));
}
void IAssetObjectVisitor.Visit(NavMesh asset) {
Storage.NavMesh.Add(asset);
}
void IAssetObjectVisitor.Visit(NavMeshAgentConfig asset) {
Storage.NavMeshAgentConfig.Add(asset);
}
void IAssetObjectVisitor.Visit(PhysicsMaterial asset) {
Storage.PhysicsMaterial.Add(asset);
}
void IAssetObjectVisitor.Visit(PolygonCollider asset) {
Storage.PolygonCollider.Add(asset);
}
void IAssetObjectVisitor.Visit(TerrainCollider asset) {
Storage.TerrainCollider.Add(asset);
}
}
[Serializable]
private sealed class FlatDatabaseFile {
public List<CharacterController2DConfig> CharacterController2DConfig = new List<CharacterController2DConfig>();
public List<CharacterController3DConfig> CharacterController3DConfig = new List<CharacterController3DConfig>();
public List<EntityPrototypeSurrogate> EntityPrototype = new List<EntityPrototypeSurrogate>();
public List<EntityView> EntityView = new List<EntityView>();
public List<MapSurrogate> Map = new List<MapSurrogate>();
public List<NavMesh> NavMesh = new List<NavMesh>();
public List<NavMeshAgentConfig> NavMeshAgentConfig = new List<NavMeshAgentConfig>();
public List<PhysicsMaterial> PhysicsMaterial = new List<PhysicsMaterial>();
public List<PolygonCollider> PolygonCollider = new List<PolygonCollider>();
public List<TerrainCollider> TerrainCollider = new List<TerrainCollider>();
public List<UserAssetSurrogate> UserAssets = new List<UserAssetSurrogate>();
public List<BinaryDataSurrogate> BinaryData = new List<BinaryDataSurrogate>();
}
}
}
// Replay/ChecksumFile.cs
namespace Quantum {
[Serializable]
public class ChecksumFile {
public const int GrowSize = 60 * 60; // one minute of recording at 60 FPS
[Serializable]
public struct ChecksumEntry {
public int Frame;
// This is super annoying: Unity JSON cannot read the unsigned long data type.
// We can convert on this level, keeping the ULong CalculateChecksum() signature and encode the
// checksum as a long for serialization. Any other ideas?
public long ChecksumAsLong;
}
public ChecksumEntry[] Checksums;
private Int32 writeIndex;
public Dictionary<int, ChecksumEntry> ToDictionary() {
return Checksums.Where(item => item.Frame != 0).ToDictionary(item => item.Frame, item => item);
}
internal void RecordChecksum(QuantumGame game, Int32 frame, ulong checksum) {
if (Checksums == null) {
Checksums = new ChecksumEntry[GrowSize];
}
if (writeIndex + 1 > Checksums.Length) {
Array.Resize(ref Checksums, Checksums.Length + GrowSize);
}
Checksums[writeIndex].Frame = frame;
Checksums[writeIndex].ChecksumAsLong = ChecksumFileHelper.UlongToLong(checksum);
writeIndex++;
}
internal void VerifyChecksum(QuantumGame game, Int32 frame, ulong checksum) {
if (Checksums.Length > 0) {
var readIndex = (frame - Checksums[0].Frame) / game.Session.SessionConfig.ChecksumInterval;
Assert.Check(Checksums[readIndex].Frame == frame);
if (Checksums[readIndex].ChecksumAsLong != ChecksumFileHelper.UlongToLong(checksum)) {
Log.Error($"Checksum mismatch in frame {frame}: {Checksums[readIndex].ChecksumAsLong} != {ChecksumFileHelper.UlongToLong(checksum)}");
}
}
}
internal void Clear() {
writeIndex = 0;
if ( Checksums != null ) {
for (int i = 0; i < Checksums.Length; ++i) {
Checksums[i] = default;
}
}
}
}
public static class ChecksumFileHelper {
public static unsafe long UlongToLong(ulong value) {
return *((long*)&value);
}
public static unsafe ulong LongToULong(long value) {
return *((ulong*)&value);
}
}
}
// Replay/InputProvider.cs
namespace Quantum {
public class InputProvider : IDeterministicReplayProvider {
private int _playerCount;
private int _growSize;
private int _startFrame;
private DeterministicTickInputSet[] _inputs;
private int MaxFrame => _inputs.Length + _startFrame;
public InputProvider(DeterministicSessionConfig config, int capacity = 60 * 60, int growSize = 0) : this(config.PlayerCount, config.RollbackWindow, capacity, growSize) {
}
[Obsolete("Use 'InputProvider(DeterministicTickInputSet[])' instead.")]
public InputProvider(DeterministicSessionConfig config, DeterministicTickInputSet[] inputList) : this(inputList) {}
public InputProvider(DeterministicTickInputSet[] inputList) {
ImportFromList(inputList);
}
public InputProvider(int playerCount, int startFrame, int capacity, int growSize) {
_playerCount = playerCount;
_startFrame = startFrame;
_growSize = growSize;
if (capacity > 0) {
Allocate(capacity);
}
}
public void Clear(int startFrame) {
_startFrame = startFrame;
for (int i = 0; i < _inputs.Length; i++) {
_inputs[i].Tick = i + _startFrame;
for (int j = 0; j < _playerCount; j++) {
_inputs[i].Inputs[j].Clear();
}
}
}
[Obsolete("Use 'ImportFromList(DeterministicTickInputSet[])' instead.")]
public void ImportFromList(DeterministicTickInputSet[] inputList, int startFrame) {
// all InputProvider features expect the first input on the list to be the starting frame,
// setting it to a different number will result in misbehavior
ImportFromList(inputList);
}
public void ImportFromList(DeterministicTickInputSet[] inputList) {
_startFrame = inputList.Length == 0 ? 0 : inputList[0].Tick;
// Use external list as our own
_inputs = inputList;
for (int i = 0; i < _inputs.Length; i++) {
for (int j = 0; j < inputList[i].Inputs.Length; j++) {
inputList[i].Inputs[j].Sent = true;
}
}
}
public DeterministicTickInputSet[] ExportToList(int verifiedFrame) {
var size = _inputs.Length;
while (size > 0 && _inputs[size - 1].Inputs.Any(x => x.Tick == 0 || x.Tick > verifiedFrame)) {
// Truncate non-verified and incomplete input from the end
size--;
}
if (size <= 0) {
return new DeterministicTickInputSet[0];
}
var result = new DeterministicTickInputSet[size];
Array.Copy(_inputs, result, size);
return result;
}
public void OnInputConfirmed(QuantumGame game, DeterministicFrameInputTemp input) {
if (input.Frame < _startFrame) {
// if starting to record from a frame following a snapshot,
// confirmed inputs from previous frames can still arrive
return;
}
if (input.Frame >= MaxFrame) {
var minSize = Math.Max(input.Frame - _startFrame, _inputs.Length);
var growSize = _growSize > 0 ? minSize + _growSize : minSize * 2;
Allocate(growSize);
}
_inputs[ToIndex(input.Frame)].Inputs[input.Player].Set(input);
}
public void InjectInput(DeterministicTickInput input, bool localReplay) {
if (input.Tick >= MaxFrame) {
var minSize = Math.Max(input.Tick - _startFrame, _inputs.Length);
var growSize = _growSize > 0 ? minSize + _growSize : minSize * 2;
Allocate(growSize);
}
_inputs[ToIndex(input.Tick)].Inputs[input.PlayerIndex].CopyFrom(input);
if (localReplay) {
_inputs[ToIndex(input.Tick)].Inputs[input.PlayerIndex].Sent = true;
}
}
public void AddRpc(int player, byte[] data, bool command) {
}
public bool CanSimulate(int frame) {
var index = ToIndex(frame);
if (index >= 0 && index < _inputs.Length) {
return _inputs[index].IsComplete();
}
return false;
}
public QTuple<byte[], bool> GetRpc(int frame, int player) {
if (frame < MaxFrame) {
return QTuple.Create(
_inputs[ToIndex(frame)].Inputs[player].Rpc,
(_inputs[ToIndex(frame)].Inputs[player].Flags & DeterministicInputFlags.Command) == DeterministicInputFlags.Command);
}
return default;
}
public DeterministicFrameInputTemp GetInput(int frame, int player) {
if (frame < MaxFrame) {
var input = _inputs[ToIndex(frame)].Inputs[player];
return DeterministicFrameInputTemp.Verified(frame, player, null, input.DataArray, input.DataLength, input.Flags);
}
return default;
}
private int ToIndex(int frame) {
return frame - _startFrame;
}
private void Allocate(int size) {
var oldSize = 0;
if (_inputs == null) {
_inputs = new DeterministicTickInputSet[size];
} else {
oldSize = _inputs.Length;
Array.Resize(ref _inputs, size);
}
for (int i = oldSize; i < _inputs.Length; i++) {
_inputs[i].Tick = i + _startFrame;
_inputs[i].Inputs = new DeterministicTickInput[_playerCount];
for (int j = 0; j < _playerCount; j++) {
_inputs[i].Inputs[j] = new DeterministicTickInput();
}
}
}
}
public static class InputProviderExtensions {
public static void CopyFrom(this DeterministicTickInput input, DeterministicTickInput otherInput) {
input.Sent = otherInput.Sent;
input.Tick = otherInput.Tick;
input.PlayerIndex = otherInput.PlayerIndex;
input.DataLength = otherInput.DataLength;
input.Flags = otherInput.Flags;
if (otherInput.DataArray != null) {
input.DataArray = new byte[otherInput.DataArray.Length];
Array.Copy(otherInput.DataArray, input.DataArray, otherInput.DataArray.Length);
}
if (otherInput.Rpc != null) {
input.Rpc = new byte[otherInput.Rpc.Length];
Array.Copy(otherInput.Rpc, input.Rpc, otherInput.Rpc.Length);
}
}
public static void Clear(this DeterministicTickInput input) {
input.Tick = default;
input.PlayerIndex = default;
input.DataArray = default;
input.DataLength = default;
input.Flags = default;
input.Rpc = default;
}
public static void Set(this DeterministicTickInput input, DeterministicFrameInputTemp temp) {
input.Tick = temp.Frame;
input.PlayerIndex = temp.Player;
input.DataArray = temp.CloneData();
input.DataLength = temp.DataLength;
input.Flags = temp.Flags;
input.Rpc = temp.Rpc;
}
public static bool IsComplete(this DeterministicTickInputSet set) {
for (int i = 0; i < set.Inputs.Length; i++) {
if (set.Inputs[i].Tick == 0) {
return false;
}
}
return true;
}
public static bool IsFinished(this DeterministicTickInputSet set) {
for (int i = 0; i < set.Inputs.Length; i++) {
if (set.Inputs[i].Tick == 0 ||
set.Inputs[i].Sent == false) {
return false;
}
}
return true;
}
}
}
// Replay/ReplayFile.cs
namespace Quantum {
[Serializable]
public class ReplayFile {
public RuntimeConfig RuntimeConfig;
public DeterministicSessionConfig DeterministicConfig;
public DeterministicTickInputSet[] InputHistory;
public Int32 Length;
public byte[] Frame;
public Int32 InitialFrame;
public byte[] InitialFrameData;
}
}
// Replay/SessionContainer.cs
namespace Quantum {
public class SessionContainer {
public static Boolean _loadedAllStatics = false;
public static readonly Object _lock = new Object();
DeterministicSessionConfig _sessionConfig;
RuntimeConfig _runtimeConfig;
QuantumGame _game;
DeterministicSession _session;
long _startGameTimeoutInMiliseconds = -1;
DateTime _startGameTimestamp;
public QuantumGame QuantumGame => _game;
public IDeterministicGame Game => _game;
public DeterministicSession Session => _session;
public RuntimeConfig RuntimeConfig => _runtimeConfig;
public DeterministicSessionConfig DeterministicConfig => _sessionConfig;
/// <summary>
/// Check this when the container reconnects into a running game and handle accordingly.
/// </summary>
public bool HasGameStartTimedOut => _startGameTimeoutInMiliseconds > 0 && Session != null && Session.IsPaused && DateTime.Now > _startGameTimestamp + TimeSpan.FromMilliseconds(_startGameTimeoutInMiliseconds);
/// <summary>
/// Default is infinity (-1). Set this when the you expect to connect to a running game and wait for a snapshot.
/// </summary>
public long GameStartTimeoutInMiliseconds {
get {
return _startGameTimeoutInMiliseconds;
}
set {
_startGameTimeoutInMiliseconds = value;
}
}
#region Obsolete Members
[Obsolete("Renamed to Session")]
public DeterministicSession session;
[Obsolete("Renamed to SessionConfig")]
public DeterministicSessionConfig config => _sessionConfig;
[Obsolete("Renamed to RuntimeConfig")]
public RuntimeConfig runtimeConfig => _runtimeConfig;
[Obsolete("Removed allocator access because it being disposed internally and unsafe to use outside")]
public Native.Allocator allocator => null;
[Obsolete("Removed property, use StartReplay(.., IDeterministicReplayProvider provider, ..)")]
public IDeterministicReplayProvider provider;
[Obsolete("Renamed to Game, changed to getter only, set by Start(QuantumGame.StartParameters startParams)")]
public IDeterministicGame game => _game;
[Obsolete("Removed property, set by Start(QuantumGame.StartParameters startParams)")]
public IResourceManager resourceManager;
[Obsolete("Removed property, set by using constructor SessionContainer(ReplayFile)")]
public ReplayFile replayFile;
[Obsolete("Removed property, set by Start(QuantumGame.StartParameters startParams)")]
public IAssetSerializer assetSerializer;
[Obsolete("Removed property, set by Start(QuantumGame.StartParameters startParams)")]
public IEventDispatcher eventDispatcher;
[Obsolete("Removed property, set by Start(QuantumGame.StartParameters startParams)")]
public ICallbackDispatcher callbackDispatcher;
[Obsolete("Removed property, set by Start(QuantumGame.StartParameters startParams)")]
public int gameFlags;
#endregion
public static Native.Allocator CreateNativeAllocator() {
switch (Environment.OSVersion.Platform) {
case PlatformID.Unix:
case PlatformID.MacOSX:
return new Native.LIBCAllocator();
default:
return new Native.MSVCRTAllocator();
}
}
public static Native.Utility CreateNativeUtils() {
switch (Environment.OSVersion.Platform) {
case PlatformID.Unix:
case PlatformID.MacOSX:
return new Native.LIBCUtility();
default:
return new Native.MSVCRTUtility();
}
}
[Obsolete("Use Start(QuantumGame.StartParameters startParams, IDeterministicReplayProvider provider) instead of setting properties")]
public void Start(bool logInitForConsole = true) {
if (provider == null) {
provider = new InputProvider(_sessionConfig);
}
StartReplay(new QuantumGame.StartParameters() {
ResourceManager = resourceManager,
AssetSerializer = assetSerializer,
CallbackDispatcher = callbackDispatcher,
EventDispatcher = eventDispatcher,
GameFlags = gameFlags,
}, provider, "server", logInitForConsole);
}
/// <summary>
/// Start the simulation as a replay by providing an input provider.
/// </summary>
/// <param name="startParams">Game start parameters</param>
/// <param name="provider">Input provider</param>
/// <param name="clientId">Optional client id</param>
/// <param name="logInitForConsole">Optionally disable setting up the console as log output (required on the Quantum plugin)</param>
public void StartReplay(QuantumGame.StartParameters startParams, IDeterministicReplayProvider provider, string clientId = "server", bool logInitForConsole = true, IDeterministicPlatformTaskRunner taskRunner = null) {
DeterministicSessionArgs sessionArgs;
sessionArgs.Mode = DeterministicGameMode.Replay;
sessionArgs.Game = null;
sessionArgs.Replay = provider;
sessionArgs.Communicator = null;
sessionArgs.PlatformInfo = null;
sessionArgs.InitialTick = 0;
sessionArgs.FrameData = null;
sessionArgs.SessionConfig = null;
sessionArgs.RuntimeConfig = null;
Start(startParams, sessionArgs, _sessionConfig.PlayerCount, clientId, logInitForConsole, taskRunner);
}
/// <summary>
/// Start the simulation as a spectator.
/// </summary>
/// <param name="startParams">Game start parameters</param>
/// <param name="networkCommunicator">Quantum network comunicator (has to have a peer that is connected to a room</param>
/// <param name="frameData">Optionally the frame to start from</param>
/// <param name="initialTick">The tick that the frame data is based on</param>
/// <param name="clientId">Optional client id</param>
/// <param name="logInitForConsole">Optionally disable setting up the console as log output (required on the Quantum plugin)</param>
public void StartSpectator(QuantumGame.StartParameters startParams, ICommunicator networkCommunicator, byte[] frameData = null, int initialTick = 0, string clientId = "observer", bool logInitForConsole = true, IDeterministicPlatformTaskRunner taskRunner = null) {
DeterministicSessionArgs sessionArgs;
sessionArgs.Mode = DeterministicGameMode.Spectating;
sessionArgs.Game = null;
sessionArgs.Replay = null;
sessionArgs.Communicator = networkCommunicator;
sessionArgs.PlatformInfo = null;
sessionArgs.InitialTick = initialTick;
sessionArgs.FrameData = frameData;
sessionArgs.SessionConfig = null;
sessionArgs.RuntimeConfig = null;
Start(startParams, sessionArgs, 0, clientId, logInitForConsole, taskRunner);
}
/// <summary>
/// Start the simulation in a custom way.
/// </summary>
/// <param name="startParams">Game start parameters</param>
/// <param name="sessionArgs">Game session args</param>
/// <param name="playerSlots">Number of player slots</param>
/// <param name="clientId">Optional client id</param>
/// <param name="logInitForConsole">Optionally disable setting up the console as log output (required on the Quantum plugin)</param>
public void Start(QuantumGame.StartParameters startParams, DeterministicSessionArgs sessionArgs, int playerSlots, string clientId = "server", bool logInitForConsole = true, IDeterministicPlatformTaskRunner taskRunner = null) {
if (!_loadedAllStatics) {
lock (_lock) {
if (!_loadedAllStatics) {
// console first
if (logInitForConsole) {
Log.InitForConsole();
}
// try to figure out platform if not set
if (Native.Utils == null) {
Native.Utils = CreateNativeUtils();
}
if (MemoryLayoutVerifier.Platform == null) {
MemoryLayoutVerifier.Platform = new MemoryLayoutVerifier.DefaultPlatform();
}
}
_loadedAllStatics = true;
}
}
_game = new QuantumGame(startParams);
DeterministicPlatformInfo info;
info = new DeterministicPlatformInfo();
info.Allocator = CreateNativeAllocator();
info.Architecture = DeterministicPlatformInfo.Architectures.x86;
info.RuntimeHost = DeterministicPlatformInfo.RuntimeHosts.PhotonServer;
info.Runtime = DeterministicPlatformInfo.Runtimes.NetFramework;
info.TaskRunner = taskRunner ?? new DotNetTaskRunner();
switch (Environment.OSVersion.Platform) {
case PlatformID.Unix:
info.Platform = DeterministicPlatformInfo.Platforms.Linux;
break;
case PlatformID.MacOSX:
info.Platform = DeterministicPlatformInfo.Platforms.OSX;
break;
default:
info.Platform = DeterministicPlatformInfo.Platforms.Windows;
break;
}
sessionArgs.Game = _game;
sessionArgs.PlatformInfo = info;
sessionArgs.SessionConfig = _sessionConfig;
sessionArgs.RuntimeConfig = RuntimeConfig.ToByteArray(_runtimeConfig);
_session = new DeterministicSession(sessionArgs);
_session.Join(clientId, playerSlots);
_startGameTimestamp = DateTime.Now;
}
/// <summary>
/// Update the session.
/// </summary>
/// <param name="dt">Optionally provide a custom delta time</param>
public void Service(double? dt = null) {
_session.Update(dt);
}
/// <summary>
/// Destroy the session.
/// </summary>
public void Destroy() {
_session?.Destroy();
_session = null;
}
/// <summary>
/// Use other constructors that provide the session and runtime config.
/// </summary>
public SessionContainer() {
_sessionConfig = null;
_runtimeConfig = null;
}
public SessionContainer(ReplayFile replayFile) {
_sessionConfig = replayFile.DeterministicConfig;
_runtimeConfig = replayFile.RuntimeConfig;
}
public SessionContainer(DeterministicSessionConfig sessionConfig, RuntimeConfig runtimeConfig) {
_sessionConfig = sessionConfig;
_runtimeConfig = runtimeConfig;
}
}
}
// Replay/SessionContainer.Legacy.cs
namespace Quantum.Legacy {
[Obsolete("Use Quantum.SessionContainer")]
public class SessionContainer {
DeterministicSessionConfig _sessionConfig;
RuntimeConfig _runtimeConfig;
public DeterministicSession session;
public DeterministicSessionConfig config => _sessionConfig ?? replayFile.DeterministicConfig;
public RuntimeConfig runtimeConfig => _runtimeConfig ?? replayFile.RuntimeConfig;
public Native.Allocator allocator => _allocator.Value;
public IDeterministicReplayProvider provider;
public IDeterministicGame game;
public IResourceManager resourceManager;
public ReplayFile replayFile;
public IAssetSerializer assetSerializer;
public IEventDispatcher eventDispatcher;
public ICallbackDispatcher callbackDispatcher;
public int gameFlags;
public static Boolean _loadedAllStatics = false;
public static Object _lock = new Object();
private static Lazy<Native.Allocator> _allocator = new Lazy<Native.Allocator>(() => CreateNativeAllocator());
public static Native.Allocator CreateNativeAllocator() {
switch (System.Environment.OSVersion.Platform) {
case PlatformID.Unix:
case PlatformID.MacOSX:
return new Native.LIBCAllocator();
default:
return new Native.MSVCRTAllocator();
}
}
public static Native.Utility CreateNativeUtils() {
switch (System.Environment.OSVersion.Platform) {
case PlatformID.Unix:
case PlatformID.MacOSX:
return new Native.LIBCUtility();
default:
return new Native.MSVCRTUtility();
}
}
public void Start(bool logInitForConsole = true) {
if (!_loadedAllStatics) {
lock (_lock) {
if (!_loadedAllStatics) {
// console first
if (logInitForConsole) {
Log.InitForConsole();
}
// try to figure out platform if not set
if (Native.Utils == null) {
Native.Utils = CreateNativeUtils();
}
if (MemoryLayoutVerifier.Platform == null) {
MemoryLayoutVerifier.Platform = new MemoryLayoutVerifier.DefaultPlatform();
}
}
_loadedAllStatics = true;
}
}
game = new QuantumGame(new QuantumGame.StartParameters() {
ResourceManager = resourceManager,
AssetSerializer = assetSerializer,
CallbackDispatcher = callbackDispatcher,
EventDispatcher = eventDispatcher,
GameFlags = gameFlags,
});
if (provider == null) {
provider = new InputProvider(config);
}
DeterministicPlatformInfo info;
info = new DeterministicPlatformInfo();
info.Allocator = allocator;
info.Architecture = DeterministicPlatformInfo.Architectures.x86;
info.RuntimeHost = DeterministicPlatformInfo.RuntimeHosts.PhotonServer;
info.Runtime = DeterministicPlatformInfo.Runtimes.NetFramework;
info.TaskRunner = new DotNetTaskRunner();
switch (System.Environment.OSVersion.Platform) {
case PlatformID.Unix:
info.Platform = DeterministicPlatformInfo.Platforms.Linux;
break;
case PlatformID.MacOSX:
info.Platform = DeterministicPlatformInfo.Platforms.OSX;
break;
default:
info.Platform = DeterministicPlatformInfo.Platforms.Windows;
break;
}
DeterministicSessionArgs args;
args.Game = game;
args.Mode = DeterministicGameMode.Replay;
args.Replay = provider;
args.FrameData = null;
args.Communicator = null;
args.InitialTick = 0;
args.SessionConfig = config;
args.PlatformInfo = info;
args.RuntimeConfig = RuntimeConfig.ToByteArray(runtimeConfig);
session = new DeterministicSession(args);
session.Join("server", config.PlayerCount);
}
public void Service(double? dt = null) {
session.Update(dt);
}
public void Destroy() {
if (session != null)
session.Destroy();
session = null;
//DB.Dispose();
}
public SessionContainer() {
_sessionConfig = null;
_runtimeConfig = null;
}
public SessionContainer(DeterministicSessionConfig sessionConfig, RuntimeConfig runtimeConfig) {
_sessionConfig = sessionConfig;
_runtimeConfig = runtimeConfig;
}
}
}
// Systems/Base/SystemArrayComponent.cs
namespace Quantum.Task {
public abstract unsafe class SystemArrayComponent<T> : SystemBase where T : unmanaged, IComponent {
private TaskDelegateHandle _arrayTaskDelegateHandle;
// internal max slices
private const int MAX_SLICES_COUNT = 32;
public virtual int SlicesCount => MAX_SLICES_COUNT / 2;
public sealed override void OnInit(Frame f) {
f.Context.TaskContext.RegisterDelegate(TaskArrayComponent, GetType().Name + ".Update", ref _arrayTaskDelegateHandle);
OnInitUser(f);
}
protected virtual void OnInitUser(Frame f) {
}
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
var slicesCount = Math.Max(1, Math.Min(SlicesCount, MAX_SLICES_COUNT));
return f.Context.TaskContext.AddArrayTask(_arrayTaskDelegateHandle, null, f.ComponentCount<T>(includePendingRemoval: true), taskHandle, slicesCount);
}
private void TaskArrayComponent(FrameThreadSafe f, int start, int count, void* arg) {
var iterator = f.GetComponentBlockIterator<T>(start, count).GetEnumerator();
while (iterator.MoveNext()) {
var (entity, component) = iterator.Current;
Update(f, entity, component);
}
}
public abstract void Update(FrameThreadSafe f, EntityRef entity, T* component);
}
}
// Systems/Base/SystemArrayFilter.cs
namespace Quantum.Task {
public abstract unsafe class SystemArrayFilter<T> : SystemBase where T : unmanaged {
private TaskDelegateHandle _arrayTaskDelegateHandle;
private ComponentFilterStructMeta _filterMeta;
// internal max slices
private const int MAX_SLICES_COUNT = 32;
public virtual int SlicesCount => MAX_SLICES_COUNT / 2;
public virtual bool UseCulling => true;
public virtual ComponentSet Without => default;
public virtual ComponentSet Any => default;
public sealed override void OnInit(Frame f) {
_filterMeta = ComponentFilterStructMeta.Create<T>();
Assert.Check(_filterMeta.ComponentCount > 0, "Filter Struct '{0}' must have at least one component pointer.", typeof(T));
f.Context.TaskContext.RegisterDelegate(TaskArrayFilter, GetType().Name + ".Update", ref _arrayTaskDelegateHandle);
OnInitUser(f);
}
protected virtual void OnInitUser(Frame f) {
}
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
// figure out smallest block iterator
var taskSize = f.ComponentCount(_filterMeta.ComponentTypes[0], includePendingRemoval: true);
for (var i = 1; i < _filterMeta.ComponentCount; ++i) {
var otherCount = f.ComponentCount(_filterMeta.ComponentTypes[i], includePendingRemoval: true);
if (otherCount < taskSize) {
taskSize = otherCount;
}
}
var slicesCount = Math.Max(1, Math.Min(SlicesCount, MAX_SLICES_COUNT));
return f.Context.TaskContext.AddArrayTask(_arrayTaskDelegateHandle, null, taskSize, taskHandle, slicesCount);
}
private void TaskArrayFilter(FrameThreadSafe f, int start, int count, void* userData) {
// grab iterator
var iterator = f.FilterStruct<T>(Without, Any, start, count);
// set culling flag
iterator.UseCulling = UseCulling;
var filter = default(T);
// execute filter loop
while (iterator.Next(&filter)) {
Update(f, ref filter);
}
}
public abstract void Update(FrameThreadSafe f, ref T filter);
}
}
// Systems/Base/SystemBase.cs
namespace Quantum {
public abstract partial class SystemBase {
Int32? _runtimeIndex;
String _scheduleSample;
SystemBase _parentSystem;
public Int32 RuntimeIndex {
get {
return (Int32)_runtimeIndex;
}
set {
if (_runtimeIndex.HasValue) {
Log.Error("Can't change systems runtime index after game has started");
} else {
_runtimeIndex = value;
}
}
}
public SystemBase ParentSystem {
get {
return _parentSystem;
}
internal set {
_parentSystem = value;
}
}
public virtual IEnumerable<SystemBase> ChildSystems {
get {
return new SystemBase[0];
}
}
public IEnumerable<SystemBase> Hierarchy {
get {
yield return this;
foreach (var child in ChildSystems) {
foreach (var childHierarchy in child.Hierarchy) {
if (childHierarchy != null) {
yield return childHierarchy;
}
}
}
}
}
public virtual Boolean StartEnabled {
get { return true; }
}
public SystemBase() {
_scheduleSample = GetType().Name + ".Schedule";
}
public SystemBase(string scheduleSample) {
_scheduleSample = scheduleSample;
}
public virtual void OnInit(Frame f) {
}
public virtual void OnEnabled(Frame f) {
}
public virtual void OnDisabled(Frame f) {
}
public TaskHandle OnSchedule(Frame f, TaskHandle taskHandle) {
#if DEBUG
var profiler = f.Context.ProfilerContext.GetProfilerForTaskThread(0);
try {
profiler.Start(_scheduleSample);
#endif
return Schedule(f, taskHandle);
#if DEBUG
} finally {
profiler.End();
}
#endif
}
protected abstract TaskHandle Schedule(Frame f, TaskHandle taskHandle);
}
}
// Systems/Base/SystemGroup.cs
namespace Quantum {
public unsafe class SystemGroup : SystemBase {
SystemBase[] _children;
public sealed override IEnumerable<SystemBase> ChildSystems {
get { return _children; }
}
public SystemGroup(String name, params SystemBase[] children) : base(name + ".Schedule") {
_children = children;
for (int i = 0; i < _children.Length; i++) {
_children[i].ParentSystem = this;
}
}
protected sealed override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
if (_children != null) {
for (var i = 0; i < _children.Length; ++i) {
if (f.SystemIsEnabledSelf(_children[i])) {
try {
taskHandle = _children[i].OnSchedule(f, taskHandle);
} catch (Exception exn) {
Log.Exception(exn);
}
}
}
}
return taskHandle;
}
public override void OnEnabled(Frame f) {
base.OnEnabled(f);
for (int i = 0; i < _children.Length; ++i) {
if (f.SystemIsEnabledSelf(_children[i])) {
_children[i].OnEnabled(f);
}
}
}
public override void OnDisabled(Frame f) {
base.OnDisabled(f);
for (int i = 0; i < _children.Length; ++i) {
if (f.SystemIsEnabledSelf(_children[i])) {
_children[i].OnDisabled(f);
}
}
}
}
}
// Systems/Base/SystemMainThread.cs
namespace Quantum {
public abstract unsafe class SystemMainThread : SystemBase {
TaskDelegateHandle _updateHandle;
String _update;
public SystemMainThread(string name) {
_update = name + ".Update";
}
public SystemMainThread() {
_update = GetType().Name + ".Update";
}
protected TaskHandle ScheduleUpdate(Frame f, TaskHandle taskHandle) {
if (_updateHandle.IsValid == false) {
f.Context.TaskContext.RegisterDelegate(TaskCallback, _update, ref _updateHandle);
}
return f.Context.TaskContext.AddMainThreadTask(_updateHandle, null, taskHandle);
}
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
return ScheduleUpdate(f, taskHandle);
}
void TaskCallback(FrameThreadSafe frame, int start, int count, void* arg) {
Update((Frame)frame);
if (((FrameBase)frame).CommitCommandsMode == CommitCommandsModes.InBetweenSystems) {
((FrameBase)frame).Unsafe.CommitAllCommands();
}
}
public abstract void Update(Frame f);
}
}
// Systems/Base/SystemMainThreadFilter.cs
namespace Quantum {
public abstract unsafe class SystemMainThreadFilter<T> : SystemMainThread where T : unmanaged {
public virtual bool UseCulling {
get { return true; }
}
public virtual ComponentSet Without {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => default;
}
public virtual ComponentSet Any {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => default;
}
public sealed override void Update(Frame f) {
// grab iterator
var it = f.Unsafe.FilterStruct<T>(Without, Any);
// set culling flag
it.UseCulling = UseCulling;
// execute filter loop
var filter = default(T);
while (it.Next(&filter)) {
Update(f, ref filter);
}
}
public abstract void Update(Frame f, ref T filter);
}
}
// Systems/Base/SystemMainThreadGroup.cs
namespace Quantum {
public unsafe class SystemMainThreadGroup : SystemMainThread {
SystemMainThread[] _children;
public SystemMainThreadGroup(string name, params SystemMainThread[] children)
: base(name + ".Schedule") {
Assert.Check(name != null);
Assert.Check(children != null);
_children = children;
for (int i = 0; i < _children.Length; i++) {
_children[i].ParentSystem = this;
}
}
public sealed override IEnumerable<SystemBase> ChildSystems {
get { return _children; }
}
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
if (_children != null) {
for (var i = 0; i < _children.Length; ++i) {
if (f.SystemIsEnabledSelf(_children[i])) {
try {
taskHandle = _children[i].OnSchedule(f, taskHandle);
} catch (Exception exn) {
Log.Exception(exn);
}
}
}
}
return taskHandle;
}
public override void OnEnabled(Frame f) {
base.OnEnabled(f);
for (int i = 0; i < _children.Length; ++i) {
if (f.SystemIsEnabledSelf(_children[i])) {
_children[i].OnEnabled(f);
}
}
}
public override void OnDisabled(Frame f) {
base.OnDisabled(f);
for (int i = 0; i < _children.Length; ++i) {
if (f.SystemIsEnabledSelf(_children[i])) {
_children[i].OnDisabled(f);
}
}
}
public sealed override void Update(Frame f) {
}
}
}
// Systems/Base/SystemSignalsOnly.cs
namespace Quantum {
public class SystemSignalsOnly : SystemBase {
protected sealed override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
return taskHandle;
}
}
}
// Systems/Base/SystemThreadedComponent.cs
namespace Quantum.Task {
public abstract unsafe class SystemThreadedComponent<T> : SystemBase where T : unmanaged, IComponent {
private TaskDelegateHandle _threadedTaskDelegateHandle;
private int _sliceIndexer;
private int _sliceSize;
public const int DEFAULT_SLICE_SIZE = 16;
public virtual int SliceSize => DEFAULT_SLICE_SIZE;
public sealed override void OnInit(Frame f) {
f.Context.TaskContext.RegisterDelegate(TaskThreadedComponent, GetType().Name + ".Update", ref _threadedTaskDelegateHandle);
OnInitUser(f);
}
protected virtual void OnInitUser(Frame f) {
}
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
// reset indexer
_sliceIndexer = -1;
// cache slice size safely in main-thread
_sliceSize = Math.Max(1, SliceSize);
return f.Context.TaskContext.AddThreadedTask(_threadedTaskDelegateHandle, null, taskHandle);
}
private void TaskThreadedComponent(FrameThreadSafe f, int start, int count, void* userData) {
while (true) {
var sliceIndex = Interlocked.Increment(ref _sliceIndexer);
var iterator = f.GetComponentBlockIterator<T>(sliceIndex * _sliceSize, _sliceSize).GetEnumerator();
if (iterator.MoveNext() == false) {
// chunk is out of buffer range, we're done
return;
}
do {
var (entity, component) = iterator.Current;
Update(f, entity, component);
} while (iterator.MoveNext());
}
}
public abstract void Update(FrameThreadSafe f, EntityRef entity, T* component);
}
}
// Systems/Base/SystemThreadedFilter.cs
namespace Quantum.Task {
public abstract unsafe class SystemThreadedFilter<T> : SystemBase where T : unmanaged {
private TaskDelegateHandle _threadedTaskDelegateHandle;
private int _sliceIndexer;
private int _sliceSize;
public const int DEFAULT_SLICE_SIZE = 16;
public virtual int SliceSize => DEFAULT_SLICE_SIZE;
public virtual bool UseCulling => true;
public virtual ComponentSet Without => default;
public virtual ComponentSet Any => default;
public sealed override void OnInit(Frame f) {
f.Context.TaskContext.RegisterDelegate(TaskThreadedFilter, GetType().Name + ".Update", ref _threadedTaskDelegateHandle);
OnInitUser(f);
}
protected virtual void OnInitUser(Frame f) {
}
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
// reset indexer
_sliceIndexer = -1;
// cache slice size safely in main-thread
_sliceSize = Math.Max(1, SliceSize);
return f.Context.TaskContext.AddThreadedTask(_threadedTaskDelegateHandle, null, taskHandle);
}
private void TaskThreadedFilter(FrameThreadSafe f, int start, int count, void* userData) {
var iterator = f.FilterStruct<T>(Without, Any);
// set culling flag
iterator.UseCulling = UseCulling;
var filter = default(T);
while (true) {
var sliceIndex = Interlocked.Increment(ref _sliceIndexer);
// reset iterator
iterator.Reset(sliceIndex * _sliceSize, _sliceSize);
// execute filter loop
if (iterator.Next(&filter) == false) {
// chunk is out of buffer range, we're done
return;
}
do {
Update(f, ref filter);
} while (iterator.Next(&filter));
}
}
public abstract void Update(FrameThreadSafe f, ref T filter);
}
}
// Systems/Core/DebugSystem.cs
namespace Quantum.Core {
public static partial class DebugCommandType {
public const int Create = 0;
public const int Destroy = 1;
public const int UserCommandTypeStart = 1000;
}
public static partial class DebugCommand {
public static event Action<Payload, Exception> CommandExecuted
#if DEBUG && !QUANTUM_DEBUG_COMMAND_DISABLED
{
add => _commandExecuted += value;
remove => _commandExecuted -= value;
}
private static Action<Payload, Exception> _commandExecuted;
#else
{ add { } remove { } }
#endif
public static bool IsEnabled =>
#if DEBUG && !QUANTUM_DEBUG_COMMAND_DISABLED
true;
#else
false;
#endif
public static void Send(QuantumGame game, params Payload[] payload) {
#if DEBUG && !QUANTUM_DEBUG_COMMAND_DISABLED
game.SendCommand(new InternalCommand() {
Data = payload
});
#else
Log.Warn("DebugCommand works only in DEBUG builds without QUANTUM_DEBUG_COMMAND_DISABLED define.");
#endif
}
public static void Reset() {
#if DEBUG && !QUANTUM_DEBUG_COMMAND_DISABLED
_commandExecuted = null;
#endif
}
public partial struct Payload {
public long Id;
public int Type;
public EntityRef Entity;
public ComponentSet Components;
public byte[] Data;
}
public static Payload CreateDestroyPayload(EntityRef entityRef) {
return new Payload() {
Type = DebugCommandType.Destroy,
Entity = entityRef
};
}
public static Payload CreateMaterializePayload(EntityRef entityRef, EntityPrototype prototype, IAssetSerializer serializer) {
ComponentSet componentSet = default;
foreach (var component in prototype.Container.Components) {
componentSet.Add(ComponentTypeId.GetComponentIndex(component.ComponentType));
}
return new Payload() {
Type = DebugCommandType.Create,
Entity = entityRef,
Data = serializer.SerializeAssets(new[] { prototype }),
Components = componentSet
};
}
public static Payload CreateRemoveComponentPayload(EntityRef entityRef, Type componentType) {
var components = new ComponentSet();
components.Add(ComponentTypeId.GetComponentIndex(componentType));
return new Payload() {
Type = DebugCommandType.Destroy,
Entity = entityRef,
Components = components
};
}
#if QUANTUM_DEBUG_COMMAND_DISABLED
internal static DeterministicCommand CreateCommand() => null;
internal static SystemBase CreateSystem() => null;
#else
internal static DeterministicCommand CreateCommand() => new InternalCommand();
internal static SystemBase CreateSystem() => new InternalSystem();
#if DEBUG
private static void Execute(Frame f, ref Payload payload) {
Exception error = null;
try {
switch (payload.Type) {
case DebugCommandType.Create:
payload.Entity = ExecuteCreate(f, payload.Entity, payload.Data);
break;
case DebugCommandType.Destroy:
ExecuteDestroy(f, payload.Entity, payload.Components);
break;
default:
if (payload.Type >= DebugCommandType.UserCommandTypeStart) {
ExecuteUser(f, ref payload);
} else {
throw new InvalidOperationException($"Unknown command type: {payload.Type}");
}
break;
}
} catch (Exception ex) {
error = ex;
}
_commandExecuted?.Invoke(payload, error);
}
private static void ExecuteDestroy(Frame f, EntityRef entity, ComponentSet components) {
if (!f.Exists(entity)) {
Log.Error("Entity does not exist: {0}", entity);
} else if (components.IsEmpty) {
if (!f.Destroy(entity)) {
Log.Error("Failed to destroy entity {0}", entity);
}
} else {
for (int i = 1; i < ComponentTypeId.Type.Length; ++i) {
if (!components.IsSet(i)) {
continue;
}
var type = ComponentTypeId.Type[i];
if (!f.Remove(entity, type)) {
Log.Error("Failed to destroy component {0} of entity {1}", type, entity);
}
}
}
}
private static EntityRef ExecuteCreate(Frame f, EntityRef entity, byte[] data) {
EntityPrototype prototype = null;
if (data?.Length > 0) {
prototype = f.Context.AssetSerializer.DeserializeAssets(data).OfType<EntityPrototype>().FirstOrDefault();
if (prototype == null) {
Log.Error("No prototype found");
}
}
if (!entity.IsValid) {
if (prototype != null) {
entity = f.Create(prototype);
} else {
entity = f.Create();
}
} else if (prototype != null) {
f.Set(entity, prototype, out _);
}
return entity;
}
static partial void ExecuteUser(Frame f, ref Payload payload);
static partial void SerializeUser(BitStream stream, ref Payload payload);
private class InternalCommand : DeterministicCommand {
public Payload[] Data = { };
public override void Serialize(BitStream stream) {
stream.SerializeArrayLength(ref Data);
for (int i = 0; i < Data.Length; ++i) {
stream.Serialize(ref Data[i].Id);
stream.Serialize(ref Data[i].Type);
stream.Serialize(ref Data[i].Entity);
stream.Serialize(ref Data[i].Data);
unsafe {
var set = Data[i].Components;
for (int block = 0; block < ComponentSet.BLOCK_COUNT; ++block) {
stream.Serialize((&set)->_set + block);
}
Data[i].Components = set;
}
SerializeUser(stream, ref Data[i]);
}
}
}
private class InternalSystem : SystemMainThread {
public override void Update(Frame f) {
for (int p = 0; p < f.PlayerCount; ++p) {
if (f.GetPlayerCommand(p) is InternalCommand cmd) {
for (int i = 0; i < cmd.Data.Length; ++i) {
Execute(f, ref cmd.Data[i]);
}
}
}
}
}
#else
private class InternalCommand : DeterministicCommand {
public override void Serialize(BitStream stream) {
throw new NotSupportedException("DebugCommands only work in DEBUG mode");
}
}
private class InternalSystem : SystemBase {
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
return taskHandle;
}
}
#endif
#endif
}
}
// Systems/Core/NavigationSystem.cs
namespace Quantum.Core {
public unsafe class NavigationSystem : SystemBase, INavigationCallbacks {
Frame _f;
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
_f = f;
return f.Navigation.Update(f, f.DeltaTime, this, taskHandle);
}
public void OnWaypointReached(EntityRef entity, FPVector3 waypoint, Navigation.WaypointFlag waypointFlags, ref bool resetAgent) {
_f.Signals.OnNavMeshWaypointReached(entity, waypoint, waypointFlags, ref resetAgent);
}
public void OnSearchFailed(EntityRef entity, ref bool resetAgent) {
_f.Signals.OnNavMeshSearchFailed(entity, ref resetAgent);
}
public void OnMoveAgent(EntityRef entity, FPVector2 desiredDirection) {
_f.Signals.OnNavMeshMoveAgent(entity, desiredDirection);
}
}
}
// Systems/Core/EntityPrototypeSystem.cs
namespace Quantum.Core {
public unsafe sealed partial class EntityPrototypeSystem : SystemSignalsOnly, ISignalOnMapChanged {
public override void OnInit(Frame f) {
OnMapChanged(f, default);
}
public void OnMapChanged(Frame f, AssetRefMap previousMap) {
if (previousMap.Id.IsValid) {
foreach (var (entity, _) in f.GetComponentIterator<MapEntityLink>()) {
f.Destroy(entity);
}
}
if (f.Map != null) {
f.Create(f.Map.MapEntities, f.Map);
}
}
}
}
// Systems/Core/CullingSystem.cs
namespace Quantum.Core {
public unsafe class CullingSystem2D : SystemBase {
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
return f.Context.Culling.Schedule2D(f, taskHandle);
}
}
public unsafe class CullingSystem3D : SystemBase {
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
return f.Context.Culling.Schedule3D(f, taskHandle);
}
}
}
// Systems/Core/PlayerConnectedSystem.cs
namespace Quantum.Core {
unsafe class PlayerConnectedSystem : SystemMainThread {
public override void Update(Frame f) {
if (f.IsVerified == false) {
return;
}
for (int p = 0; p < f.PlayerCount; p++) {
var isPlayerConnected = (f.GetPlayerInputFlags(p) & Photon.Deterministic.DeterministicInputFlags.PlayerNotPresent) == 0;
if (isPlayerConnected != f.Global->PlayerLastConnectionState.IsSet(p)) {
if (isPlayerConnected) {
f.Signals.OnPlayerConnected(p);
} else {
f.Signals.OnPlayerDisconnected(p);
}
if (isPlayerConnected) {
f.Global->PlayerLastConnectionState.Set(p);
}
else {
f.Global->PlayerLastConnectionState.Clear(p);
}
}
}
}
}
}
// Systems/Core/PhysicsSystem.cs
namespace Quantum.Core {
public unsafe partial class PhysicsSystem2D : SystemBase, ICollisionCallbacks2D {
public override void OnInit(Frame f) {
f.Physics2D.Init();
}
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
return f.Physics2D.Update(this, f.DeltaTime, taskHandle);
}
public void OnCollision2D(FrameBase f, CollisionInfo2D info) {
((Frame)f).Signals.OnCollision2D(info);
}
public void OnCollisionEnter2D(FrameBase f, CollisionInfo2D info) {
((Frame)f).Signals.OnCollisionEnter2D(info);
}
public void OnCollisionExit2D(FrameBase f, ExitInfo2D info) {
((Frame)f).Signals.OnCollisionExit2D(info);
}
public void OnTrigger2D(FrameBase f, TriggerInfo2D info) {
((Frame)f).Signals.OnTrigger2D(info);
}
public void OnTriggerEnter2D(FrameBase f, TriggerInfo2D info) {
((Frame)f).Signals.OnTriggerEnter2D(info);
}
public void OnTriggerExit2D(FrameBase f, ExitInfo2D info) {
((Frame)f).Signals.OnTriggerExit2D(info);
}
}
public unsafe partial class PhysicsSystem3D : SystemBase, ICollisionCallbacks3D {
public override void OnInit(Frame f) {
f.Physics3D.Init();
}
protected override TaskHandle Schedule(Frame f, TaskHandle taskHandle) {
return f.Physics3D.Update(this, f.DeltaTime, taskHandle);
}
public void OnCollision3D(FrameBase f, CollisionInfo3D info) {
((Frame)f).Signals.OnCollision3D(info);
}
public void OnCollisionEnter3D(FrameBase f, CollisionInfo3D info) {
((Frame)f).Signals.OnCollisionEnter3D(info);
}
public void OnCollisionExit3D(FrameBase f, ExitInfo3D info) {
((Frame)f).Signals.OnCollisionExit3D(info);
}
public void OnTrigger3D(FrameBase f, TriggerInfo3D info) {
((Frame)f).Signals.OnTrigger3D(info);
}
public void OnTriggerEnter3D(FrameBase f, TriggerInfo3D info) {
((Frame)f).Signals.OnTriggerEnter3D(info);
}
public void OnTriggerExit3D(FrameBase f, ExitInfo3D info) {
((Frame)f).Signals.OnTriggerExit3D(info);
}
}
}
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