feat: paddle networking
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@ -4,12 +4,13 @@ using Microsoft.Xna.Framework.Input;
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using Syntriax.Engine.Core;
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using Syntriax.Engine.Network;
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using Syntriax.Engine.Physics2D;
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using Syntriax.Engine.Systems.Input;
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using Syntriax.Engine.Systems.Tween;
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namespace Pong.Behaviours;
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public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : Behaviour2D,
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public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : Behaviour2D, IPostPhysicsUpdate,
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IPacketListenerServer<PaddleBehaviour.PaddleKeyStatePacket>, IPacketListenerClient<PaddleBehaviour.PaddleKeyStatePacket>
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{
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private Keys Up { get; } = Up;
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@ -24,27 +25,21 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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private IButtonInputs<Keys> inputs = null!;
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private INetworkCommunicatorClient? networkClient = null!;
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private INetworkCommunicatorServer? networkServer = null;
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private TweenManager tweenManager = null!;
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private IRigidBody2D rigidBody = null!;
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private IPhysicsEngine2D physicsEngine2D = null!;
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protected override void OnUpdate()
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public void PostPhysicsUpdate(float delta)
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{
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if (isUpPressed && isDownPressed)
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return;
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if (isUpPressed)
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Transform.Position += Vector2D.Up * Universe.Time.DeltaTime * Speed;
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else if (isDownPressed)
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Transform.Position += -Vector2D.Up * Universe.Time.DeltaTime * Speed;
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Transform.Position = new Vector2D(Transform.Position.X, MathF.Max(MathF.Min(Transform.Position.Y, High), Low));
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}
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protected override void OnFirstActiveFrame()
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{
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physicsEngine2D = Universe.GetRequiredUniverseObject<IPhysicsEngine2D>();
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inputs = Universe.FindRequired<IButtonInputs<Keys>>();
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networkClient = Universe.Find<INetworkCommunicatorClient>();
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networkServer = Universe.Find<INetworkCommunicatorServer>();
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tweenManager = Universe.GetRequiredUniverseObject<TweenManager>();
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rigidBody = BehaviourController.GetRequiredBehaviour<IRigidBody2D>();
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inputs.RegisterOnPress(Up, OnUpPressed);
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inputs.RegisterOnRelease(Up, OnUpReleased);
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@ -62,49 +57,57 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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inputs.UnregisterOnRelease(Down, OnDownReleased);
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}
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private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnUpPressed(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = true; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnUpReleased(IButtonInputs<Keys> inputs, Keys keys) { isUpPressed = false; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownPressed(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = true; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownReleased(IButtonInputs<Keys> inputs, Keys keys) { isDownPressed = false; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void UpdateVelocity()
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{
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if (isUpPressed)
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rigidBody.Velocity = Vector2D.Up * Speed;
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else if (isDownPressed)
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rigidBody.Velocity = -Vector2D.Up * Speed;
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else
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rigidBody.Velocity = Vector2D.Zero;
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}
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public void OnServerPacketArrived(PaddleKeyStatePacket packet, string from)
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{
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if (packet.EntityId.CompareTo(Id) != 0)
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return;
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packet.Position = Transform.Position;
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isUpPressed = packet.IsUpPressed;
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isDownPressed = packet.IsDownPressed;
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networkServer?.SendToClient("*", packet);
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UpdateVelocity();
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networkServer?.SendToClient("*", new PaddleKeyStatePacket(this));
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}
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public void OnClientPacketArrived(PaddleKeyStatePacket packet)
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{
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isUpPressed = packet.IsUpPressed;
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isDownPressed = packet.IsDownPressed;
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Transform.Position = packet.Position;
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if (!isUpPressed && !isDownPressed)
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Transform.Position.TweenVector2D(tweenManager, .05f, packet.Position, x => Transform.Position = x);
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else
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Transform.Position = packet.Position;
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UpdateVelocity();
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physicsEngine2D.StepIndividual(rigidBody, new DateTime(DateTime.UtcNow.Ticks - packet.Timestamp).Second);
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}
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public class PaddleKeyStatePacket : IEntityNetworkPacket
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{
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public string EntityId { get; set; } = default!;
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public Vector2D Position { get; set; } = default!;
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public bool IsUpPressed { get; set; } = default!;
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public bool IsDownPressed { get; set; } = default!;
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public Vector2D Position { get; set; } = default!;
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public long TimeTicker { get; set; } = default!;
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public long Timestamp { get; set; } = 0;
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public PaddleKeyStatePacket() { }
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public PaddleKeyStatePacket(PaddleBehaviour paddleBehaviour)
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{
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EntityId = paddleBehaviour.Id;
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Position = paddleBehaviour.Transform.Position;
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IsUpPressed = paddleBehaviour.isUpPressed;
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IsDownPressed = paddleBehaviour.isDownPressed;
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Position = paddleBehaviour.Transform.Position;
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TimeTicker = DateTime.UtcNow.Ticks;
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Timestamp = DateTime.UtcNow.Ticks;
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}
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}
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}
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@ -111,7 +111,7 @@ public class GamePong : Game
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IUniverseObject leftPaddle = UniverseObjectFactory.Instantiate().SetUniverseObject("Left Paddle");
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leftPaddle.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(-468f, 0f), scale: new Vector2D(15f, 60f))
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.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape2D.Square)
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.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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.BehaviourController.AddBehaviour<RigidBody2D>();
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PaddleBehaviour leftPaddleBehaviour = BehaviourFactory.Instantiate<PaddleBehaviour>(Keys.W, Keys.S, 228f, -228f, 400f);
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leftPaddleBehaviour.Id = "lp";
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leftPaddle.BehaviourController.AddBehaviour(leftPaddleBehaviour);
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@ -120,7 +120,7 @@ public class GamePong : Game
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IUniverseObject rightPaddle = UniverseObjectFactory.Instantiate().SetUniverseObject("Right Paddle");
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rightPaddle.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(468f, 0f), scale: new Vector2D(15f, 60f))
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.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape2D.Square)
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.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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.BehaviourController.AddBehaviour<RigidBody2D>();
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PaddleBehaviour rightPaddleBehaviour = BehaviourFactory.Instantiate<PaddleBehaviour>(Keys.Up, Keys.Down, 228f, -228f, 400f);
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rightPaddleBehaviour.Id = "rp";
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rightPaddle.BehaviourController.AddBehaviour(rightPaddleBehaviour);
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