]> Dogcows Code - chaz/carfire/blobdiff - Project06/CS 3505 Project 06/CS 3505 Project 06/NetworkGame.cs
aasfdaf
[chaz/carfire] / Project06 / CS 3505 Project 06 / CS 3505 Project 06 / NetworkGame.cs
index 95d843ec0b851cdec0efe96de456e6bbfe1f8b93..45c5d0a498fdd5a1ce9de1445b85cdbd309a6187 100644 (file)
@@ -1,4 +1,7 @@
-using System;\r
+\r
+#undef DEBUG\r
+\r
+using System;\r
 using System.Collections.Generic;\r
 using System.Linq;\r
 using System.Text;\r
@@ -8,6 +11,7 @@ using Microsoft.Xna.Framework.GamerServices;
 using Microsoft.Xna.Framework.Graphics;\r
 using Microsoft.Xna.Framework;\r
 using Microsoft.Xna.Framework.Input;\r
+using System.Collections;\r
 \r
 namespace CS_3505_Project_06\r
 {\r
@@ -17,36 +21,8 @@ namespace CS_3505_Project_06
     /// </summary>\r
     public class NetworkGame\r
     {\r
-        // Private class variable members\r
-        #region Instance Variables\r
-\r
-        NetworkSession mNetworkSession;\r
-\r
-        JoinedSessionDelegate mJoinedSessionDelegate;\r
-        FoundSessionsDelegate mFoundSessionsDelegate;\r
-\r
-        ILobby mLobby;\r
-        IDeterministicGame mGame;\r
-                                                                                                          \r
-        List<Keys> mLastPressedKeys = new List<Keys>();\r
-        bool mLastButtonPressed;\r
-\r
-        int mLatency;\r
-        long mNextLatencyAdjustmentFrame;\r
-        int mStallCount;\r
-        int mAverageOwd;\r
-\r
-        TimeSpan mTargetTimeSpan = new TimeSpan(166666);\r
-        public TimeSpan TargetTimeSpan\r
-        {\r
-            get\r
-            {\r
-                return mTargetTimeSpan;\r
-            }\r
-        }\r
-\r
-        #endregion\r
-\r
+        // Public methods and properties\r
+        #region Public Methods\r
 \r
         /// <summary>\r
         /// Called when a session has been created or joined using CreateSession() or JoinSession().\r
@@ -63,6 +39,21 @@ namespace CS_3505_Project_06
         public delegate void FoundSessionsDelegate(AvailableNetworkSessionCollection sessions, NetworkGame networkGame);\r
 \r
 \r
+        /// <summary>\r
+        /// Called when an exception is thrown during an asynchronous operation.\r
+        /// </summary>\r
+        /// <param name="exception">The exception that was thrown.</param>\r
+        /// <param name="networkGame">The NetworkGame that errored.</param>\r
+        public delegate void CaughtErrorDelegate(Exception exception, NetworkGame networkGame);\r
+\r
+        /// <summary>\r
+        /// Get and set the error delegate, called when an exception is thrown during\r
+        /// and asynchronous operation.  This will occur if you try to create or join a\r
+        /// session without being logged into a profile.\r
+        /// </summary>\r
+        public CaughtErrorDelegate ErrorDelegate;\r
+\r
+\r
         /// <summary>\r
         /// Construct a NetworkGame with a lobby and a game.\r
         /// </summary>\r
@@ -124,15 +115,28 @@ namespace CS_3505_Project_06
             mJoinedSessionDelegate = callback;\r
             NetworkSession.BeginCreate(NetworkSessionType.SystemLink, 1, maxGamers, CreateSessionEnd, null);\r
         }\r
-        private void CreateSessionEnd(IAsyncResult result)\r
+        void CreateSessionEnd(IAsyncResult result)\r
         {\r
             Debug.Assert(mNetworkSession == null);\r
 \r
-            mNetworkSession = NetworkSession.EndCreate(result);\r
-            mNetworkSession.AllowHostMigration = true;\r
-            mNetworkSession.AllowJoinInProgress = false;\r
-\r
+            try\r
+            {\r
+                mNetworkSession = NetworkSession.EndCreate(result);\r
+                mNetworkSession.AllowHostMigration = true;\r
+                mNetworkSession.AllowJoinInProgress = false;\r
+                mNetworkSession.GameStarted += new EventHandler<GameStartedEventArgs>(GameStartedEvent);\r
+            }\r
+            catch (Exception e)\r
+            {\r
+                if (ErrorDelegate != null) ErrorDelegate(e, this);\r
+                return;\r
+            }\r
             mJoinedSessionDelegate(mNetworkSession, this);\r
+            mJoinedSessionDelegate = null;\r
+        }\r
+        void GameStartedEvent(object sender, GameStartedEventArgs e)\r
+        {\r
+            Reset();\r
         }\r
 \r
         /// <summary>\r
@@ -149,7 +153,8 @@ namespace CS_3505_Project_06
 \r
 \r
         /// <summary>\r
-        /// Find available sessions to join.\r
+        /// Find available sessions to join.  You should not already be in a session when\r
+        /// calling this method; call LeaveSession first.\r
         /// </summary>\r
         /// <param name="callback">The delegate/method to call when the search finishes.</param>\r
         public void FindSessions(FoundSessionsDelegate callback)\r
@@ -159,15 +164,25 @@ namespace CS_3505_Project_06
             mFoundSessionsDelegate = callback;\r
             NetworkSession.BeginFind(NetworkSessionType.SystemLink, 1, null, new AsyncCallback(FindSessionsEnd), null);\r
         }\r
-        private void FindSessionsEnd(IAsyncResult result)\r
+        void FindSessionsEnd(IAsyncResult result)\r
         {\r
-            AvailableNetworkSessionCollection sessions = NetworkSession.EndFind(result);\r
+            AvailableNetworkSessionCollection sessions;\r
+            try\r
+            {\r
+                sessions = NetworkSession.EndFind(result);\r
+            }\r
+            catch (Exception e)\r
+            {\r
+                if (ErrorDelegate != null) ErrorDelegate(e, this);\r
+                return;\r
+            }\r
             mFoundSessionsDelegate(sessions, this);\r
+            mFoundSessionsDelegate = null;\r
         }\r
 \r
         /// <summary>\r
         /// Join a network session found using FindSessions().  This is for joining a game that\r
-        /// somebody else has already started hosting.\r
+        /// somebody else has already started hosting.  You must not already be in a session.\r
         /// </summary>\r
         /// <param name="availableSession">Pass the session object to try to join.</param>\r
         /// <param name="callback">The delegate/method to call when the search finishes.</param>\r
@@ -178,12 +193,20 @@ namespace CS_3505_Project_06
             mJoinedSessionDelegate = callback;\r
             NetworkSession.BeginJoin(availableSession, JoinSessionEnd, null);\r
         }\r
-        private void JoinSessionEnd(IAsyncResult result)\r
+        void JoinSessionEnd(IAsyncResult result)\r
         {\r
             Debug.Assert(mNetworkSession == null);\r
 \r
-            mNetworkSession = NetworkSession.EndJoin(result);\r
-\r
+            try\r
+            {\r
+                mNetworkSession = NetworkSession.EndJoin(result);\r
+                mNetworkSession.GameStarted += new EventHandler<GameStartedEventArgs>(GameStartedEvent);\r
+            }\r
+            catch (Exception e)\r
+            {\r
+                if (ErrorDelegate != null) ErrorDelegate(e, this);\r
+                return;\r
+            }\r
             mJoinedSessionDelegate(mNetworkSession, this);\r
             mJoinedSessionDelegate = null;\r
         }\r
@@ -191,7 +214,7 @@ namespace CS_3505_Project_06
 \r
         /// <summary>\r
         /// Leave and dispose of any currently associated network session.  You will find yourself\r
-        /// back in the lobby.\r
+        /// back in the lobby.  You must already be in a session to leave it.\r
         /// </summary>\r
         public void LeaveSession()\r
         {\r
@@ -220,8 +243,19 @@ namespace CS_3505_Project_06
         /// </summary>\r
         public void StartGame()\r
         {\r
-            Debug.Assert(mNetworkSession != null && mNetworkSession.IsHost);\r
+            Debug.Assert(mNetworkSession != null && mNetworkSession.IsHost &&\r
+                         mNetworkSession.AllGamers.Count >= mGame.MinimumSupportedPlayers &&\r
+                         mNetworkSession.IsEveryoneReady);\r
+\r
+            ForceStartGame();\r
+        }\r
 \r
+        /// <summary>\r
+        /// Indicate that the game should begin.  This is like StartGame() without the sanity\r
+        /// checks.  Use this for debugging.\r
+        /// </summary>\r
+        public void ForceStartGame()\r
+        {\r
             mNetworkSession.StartGame();\r
             mNetworkSession.ResetReady();\r
         }\r
@@ -240,34 +274,79 @@ namespace CS_3505_Project_06
             else\r
             {\r
                 mNetworkSession.Update();\r
-                ReadPackets();\r
+                HandleIncomingPackets();\r
 \r
                 if (mNetworkSession.SessionState == NetworkSessionState.Lobby)\r
                 {\r
-                    if (mNetworkSession.IsHost &&\r
-                        mNetworkSession.AllGamers.Count >= mGame.MinimumSupportedPlayers &&\r
-                        mNetworkSession.IsEveryoneReady)\r
-                    {\r
-                        mNetworkSession.StartGame();\r
-                        mNetworkSession.ResetReady();\r
-                    }\r
-                    else\r
-                    {\r
-                        mLobby.Update(gameTime, this);\r
-                    }\r
+                    mLobby.Update(gameTime, this);\r
                 }\r
                 else if (mNetworkSession.SessionState == NetworkSessionState.Playing)\r
                 {\r
+                    if (mGame.IsGameOver(LocalGamerInfo) || mGame.IsTerminated(LocalGamerInfo))\r
+                    {\r
+                        // TODO: Should support moving back to the session lobby.\r
+                        LeaveSession();\r
+                        return;\r
+                    }\r
+\r
                     if (HaveNeededEvents)\r
                     {\r
-                        if (IsLatencyAdjustmentFrame) AdjustLatency();\r
-                        mStallCount = 0;\r
+                        if (IsLatencyAdjustmentFrame)\r
+                        {\r
+                            AdjustLatency();\r
+                            mLastStallCount = mStallCount;\r
+                            mStallCount = 0;\r
+                        }\r
+                        mLocalEvents.AddRange(GetEventsFromInput());\r
                         SendLocalEvents();\r
                         ApplyEvents();\r
+\r
+#if DEBUG\r
+                        Console.WriteLine("HASH: " + mGame.CurrentFrameNumber + "\t" + mGame.CurrentChecksum);\r
+#endif\r
+\r
                         mGame.Update(mTargetTimeSpan);\r
                     }\r
                     else // Stall!\r
                     {\r
+                        if (mStallCount == 0)\r
+                        {\r
+#if DEBUG\r
+                            Console.WriteLine("STAL: ====");\r
+#endif\r
+                        }\r
+                        else if (mStallCount % 60 == 0)\r
+                        {\r
+                            // DEBUG\r
+                            //Console.WriteLine("Stalled for " + mStallCount + " frames.");\r
+                        }\r
+\r
+                        mStallCount++;\r
+\r
+                        // Send a reliable event packet to each stalled gamer.\r
+                        if (mStallCount == 1)\r
+                        {\r
+                            foreach (GamerInfo gamerInfo in GamerArray)\r
+                            {\r
+                                if (gamerInfo.HighestFrameNumber < mGame.CurrentFrameNumber)\r
+                                {\r
+                                    SendLocalEvents(gamerInfo.Gamer);\r
+                                }\r
+                            }\r
+                        }\r
+\r
+                        /*if (mStallCount > StallTimeout)\r
+                        {\r
+                            DropLostGamers();\r
+                            mStallCount = 0;\r
+                        }\r
+                        else if (mStallCount == 1)\r
+                        {\r
+                            SendLocalEvents\r
+                        }\r
+                        else if (mStallCount % 60 == 0)\r
+                        {\r
+                        } TODO */\r
                     }\r
                 }\r
             }\r
@@ -293,189 +372,705 @@ namespace CS_3505_Project_06
                 }\r
                 else if (mNetworkSession.SessionState == NetworkSessionState.Playing)\r
                 {\r
-                    mLobby.Draw(spriteBatch);\r
+                    mGame.Draw(spriteBatch);\r
                 }\r
             }\r
         }\r
 \r
 \r
+        /// <summary>\r
+        /// Get the chat messages that have been received since the last time this\r
+        /// method was called.\r
+        /// </summary>\r
+        /// <returns>List container of the chat messages.</returns>\r
+        public List<ChatInfo> ReceiveChats()\r
+        {\r
+            List<ChatInfo> chats = mChatPackets;\r
+            mChatPackets = new List<ChatInfo>();\r
+            return chats;\r
+        }\r
+\r
+        /// <summary>\r
+        /// Send a chat message to all gamers in the session.  You should already be\r
+        /// in a session before calling this method.\r
+        /// </summary>\r
+        /// <param name="message">The text of the message.</param>\r
+        public void SendChat(String message)\r
+        {\r
+            WriteChatPacket(message);\r
+            LocalGamer.SendData(mPacketWriter, SendDataOptions.ReliableInOrder);\r
+        }\r
+\r
+        /// <summary>\r
+        /// Send a chat message to a specific gamer in the session.  You should already\r
+        /// be in a session before calling this method.\r
+        /// </summary>\r
+        /// <param name="message">The text of the message.</param>\r
+        /// <param name="recipient">The gamer to receive the message.</param>\r
+        public void SendChat(String message, NetworkGamer recipient)\r
+        {\r
+            Debug.Assert(recipient != null && !recipient.IsDisposed);\r
+\r
+            WriteChatPacket(message);\r
+            LocalGamer.SendData(mPacketWriter, SendDataOptions.ReliableInOrder, recipient);\r
+        }\r
+\r
+        #endregion\r
+\r
+\r
+        // Private class variable members\r
+        #region Instance Variables\r
+\r
+        NetworkSession mNetworkSession;\r
+        PacketReader mPacketReader = new PacketReader();\r
+        PacketWriter mPacketWriter = new PacketWriter();\r
+\r
+        JoinedSessionDelegate mJoinedSessionDelegate;\r
+        FoundSessionsDelegate mFoundSessionsDelegate;\r
+\r
+        ILobby mLobby;\r
+        IDeterministicGame mGame;\r
+\r
+        List<ChatInfo> mChatPackets = new List<ChatInfo>();\r
+\r
+        List<EventInfo> mLocalEvents = new List<EventInfo>();\r
+        List<EventInfo> mLastLocalEvents = new List<EventInfo>();\r
+\r
+        List<Keys> mLastPressedKeys = new List<Keys>();\r
+        bool mLastLeftButtonPressed;\r
+        bool mLastRightButtonPressed;\r
+        bool mLastMiddleButtonPressed;\r
+        int mLastMousePositionX;\r
+        int mLastMousePositionY;\r
+\r
+        int mLatency;\r
+        long mHighestFrameNumber;\r
+        long mNextLatencyAdjustmentFrame;\r
+        int mStallCount;\r
+        int mLastStallCount;\r
+        int mAverageOwd;\r
+\r
+#if DEBUG\r
+        bool mDontSendEvents;\r
+#endif\r
+\r
+        TimeSpan mTargetTimeSpan = new TimeSpan(166666);\r
+        public TimeSpan TargetTimeSpan\r
+        {\r
+            get\r
+            {\r
+                return mTargetTimeSpan;\r
+            }\r
+        }\r
+\r
+        Dictionary<byte, GamerInfo> mGamers;\r
+        GamerInfo[] GamerArray\r
+        {\r
+            get\r
+            {\r
+                GamerInfo[] gamerList = mGamers.Values.ToArray();\r
+                Array.Sort(gamerList, delegate(GamerInfo a, GamerInfo b)\r
+                {\r
+                    return a.Gamer.Id.CompareTo(b.Gamer.Id);\r
+                });\r
+                return gamerList;\r
+            }\r
+        }\r
+        GamerInfo LocalGamerInfo\r
+        {\r
+            get\r
+            {\r
+                return mGamers[LocalGamer.Id];\r
+            }\r
+        }\r
+\r
+        #endregion\r
+\r
+\r
+        // Private types for the implementation of the network protocol\r
+        #region Private Types\r
+        \r
+        enum PacketType\r
+        {\r
+            Chat = 1,\r
+            Event = 2,\r
+            Stall = 3\r
+        }\r
+\r
+        enum EventType\r
+        {\r
+            KeyDown = 1,\r
+            KeyUp = 2,\r
+            MouseDown = 3,\r
+            MouseUp = 4,\r
+            MouseMove = 5\r
+        }\r
+\r
+        enum MouseButton\r
+        {\r
+            Left = 1,\r
+            Right = 2,\r
+            Middle = 3\r
+        }\r
+\r
+        abstract class EventInfo\r
+        {\r
+            public NetworkGamer Gamer;\r
+            public long FrameOfApplication;\r
+\r
+            public EventInfo(NetworkGamer gamer, long frameNumber)\r
+            {\r
+                Gamer = gamer;\r
+                FrameOfApplication = frameNumber;\r
+            }\r
+\r
+            public abstract EventType Id\r
+            {\r
+                get;\r
+            }\r
+        }\r
+\r
+        class KeyboardEventInfo : EventInfo\r
+        {\r
+            public Keys Key;\r
+            public bool IsKeyDown;\r
+\r
+            public KeyboardEventInfo(NetworkGamer gamer, long frameNumber, Keys key, bool isDown)\r
+                : base(gamer, frameNumber)\r
+            {\r
+                Key = key;\r
+                IsKeyDown = isDown;\r
+            }\r
+\r
+            public override EventType Id\r
+            {\r
+                get { return IsKeyDown ? EventType.KeyDown : EventType.KeyUp; }\r
+            }\r
+        }\r
+\r
+        class MouseButtonEventInfo : EventInfo\r
+        {\r
+            public MouseButton Button;\r
+            public bool IsButtonDown;\r
+\r
+            public MouseButtonEventInfo(NetworkGamer gamer, long frameNumber, MouseButton button, bool isDown)\r
+                : base(gamer, frameNumber)\r
+            {\r
+                Button = button;\r
+                IsButtonDown = isDown;\r
+            }\r
+\r
+            public override EventType Id\r
+            {\r
+                get { return IsButtonDown ? EventType.MouseDown : EventType.MouseUp; }\r
+            }\r
+        }\r
+\r
+        class MouseMotionEventInfo : EventInfo\r
+        {\r
+            public int X;\r
+            public int Y;\r
+\r
+            public MouseMotionEventInfo(NetworkGamer gamer, long frameNumber, int x, int y)\r
+                : base(gamer, frameNumber)\r
+            {\r
+                X = x;\r
+                Y = y;\r
+            }\r
+\r
+            public override EventType Id\r
+            {\r
+                get { return EventType.MouseMove; }\r
+            }\r
+        }\r
+\r
+        class GamerInfo\r
+        {\r
+            public NetworkGamer Gamer;\r
+            public long HighestFrameNumber = 0;\r
+            public int StallCount = 0;\r
+            public int AverageOwd = 0;\r
+            public int NextStallCount = 0;\r
+            public int NextAverageOwd = 0;\r
+            public bool IsWaitedOn = false;\r
+            public List<EventInfo>[] Events = new List<EventInfo>[MaximumLatency];\r
+\r
+            public GamerInfo(NetworkGamer gamer)\r
+            {\r
+                Gamer = gamer;\r
+            }\r
+        }\r
+\r
+        const int MaximumLatency = 120;\r
+        const int StallTimeout = 900;\r
+\r
+        #endregion\r
+\r
+\r
         // Private implementation methods of the network protocol\r
         #region Private Implementation Methods\r
 \r
         /// <summary>\r
-        /// Reinitialize the private variables in preparation for new game to start.\r
+        /// Reinitialize the private variables in preparation for new game to start.\r
         /// </summary>\r
-        private void Reset()\r
+        void Reset()\r
         {\r
             mLatency = 1;\r
+            mHighestFrameNumber = 0;\r
             mNextLatencyAdjustmentFrame = 1;\r
             mStallCount = 0;\r
-            mAverageOwd = AverageOneWayDelay;\r
+            mLastStallCount = 0;\r
+            mAverageOwd = CurrentAverageOneWayDelay;\r
+\r
+            mGamers = new Dictionary<byte, GamerInfo>();\r
+            foreach (NetworkGamer gamer in NetworkGamers)\r
+            {\r
+                mGamers.Add(gamer.Id, new GamerInfo(gamer));\r
+            }\r
 \r
-            // TODO: The game object needs to be reset, too.\r
-            //mGame.ResetGame(playerIdentifiers, playerIdentifiers[0]);\r
+            mGame.ResetGame(GamerArray, LocalGamerInfo);\r
         }\r
 \r
 \r
-        /// <summary>\r
-        /// Allows either the lobby or the game to draw, depending on the state\r
-        /// of the network connection and whether or not a game is in progress.\r
-        /// </summary>\r
-        /// <param name="gameTime">Pass the time away.</param>\r
-        /// <param name="spriteBatch">The sprite batch.</param>\r
-        private void ReadPackets()\r
+        void HandleIncomingPackets()\r
         {\r
-            PacketReader packetReader = new PacketReader();\r
+            LocalNetworkGamer localGamer = LocalGamer;\r
 \r
-            foreach (LocalNetworkGamer gamer in mNetworkSession.LocalGamers)\r
+            while (localGamer.IsDataAvailable)\r
             {\r
-                while (gamer.IsDataAvailable)\r
-                {\r
-                    NetworkGamer sender;\r
+                NetworkGamer sender;\r
 \r
-                    gamer.ReceiveData(packetReader, out sender);\r
-                    byte packetId = packetReader.ReadByte();\r
+                localGamer.ReceiveData(mPacketReader, out sender);\r
+                if (sender == null || sender.IsDisposed) continue;\r
+                GamerInfo senderInfo = mGamers[sender.Id];\r
 \r
-                    switch (packetId)\r
-                    {\r
-                        // Chat Packet\r
-                        case 1:\r
-                            short messageLength = packetReader.ReadInt16();\r
-                            char[] message = packetReader.ReadChars(messageLength);\r
-\r
-                            ChatPacket chatPacket;\r
-                            chatPacket.sender = sender;\r
-                            chatPacket.message = new String(message);\r
+                PacketType packetId = (PacketType)mPacketReader.ReadByte();\r
+                switch (packetId)\r
+                {\r
+                    case PacketType.Chat:\r
+\r
+                        short messageLength = mPacketReader.ReadInt16();\r
+                        char[] message = mPacketReader.ReadChars(messageLength);\r
+\r
+                        ChatInfo chatPacket = new ChatInfo(sender, new String(message));\r
+                        mChatPackets.Add(chatPacket);\r
+                        break;\r
+\r
+                    case PacketType.Event:\r
+\r
+                        int stallCount = mPacketReader.ReadInt16();\r
+                        int averageOwd = mPacketReader.ReadInt16();\r
+                        int frameNumber = mPacketReader.ReadInt32();\r
+                        int numEvents = mPacketReader.ReadByte();\r
+\r
+                        if (frameNumber <= mNextLatencyAdjustmentFrame)\r
+                        {\r
+                            senderInfo.StallCount = stallCount;\r
+                            senderInfo.AverageOwd = averageOwd;\r
+                        }\r
+                        else\r
+                        {\r
+                            senderInfo.NextStallCount = stallCount;\r
+                            senderInfo.NextAverageOwd = averageOwd;\r
+                        }\r
+\r
+                        if (frameNumber <= senderInfo.HighestFrameNumber)\r
+                        {\r
+#if DEBUG\r
+                            Console.WriteLine("SKP" + (char)sender.Id + ": " + mGame.CurrentFrameNumber + "\t" + frameNumber + "\t<=\t" + senderInfo.HighestFrameNumber + "\t#" + numEvents);\r
+#endif\r
+\r
+                            // we know about all these events, so don't bother reading them\r
                             break;\r
+                        }\r
 \r
-                        // Event Packet\r
-                        case 2:\r
-                            short stallCount = packetReader.ReadInt16();\r
-                            short averageOwd = packetReader.ReadInt16();\r
-                            int frameNumber = packetReader.ReadInt32();\r
-                            byte numEvents = packetReader.ReadByte();\r
+#if DEBUG\r
+                        Console.WriteLine(" GOT" + (char)sender.Id + ": " + mGame.CurrentFrameNumber + "\t" + frameNumber + "\t>\t" + senderInfo.HighestFrameNumber + "\t#" + numEvents);\r
+#endif\r
 \r
-                            for (byte i = 0; i < numEvents; ++i)\r
+                        for (int i = 0; i < numEvents; i++)\r
+                        {\r
+                            EventInfo eventInfo = ReadEvent(mPacketReader, sender);\r
+                            \r
+                            if (eventInfo != null && eventInfo.FrameOfApplication > senderInfo.HighestFrameNumber)\r
                             {\r
-                                ReadEvent(packetReader, sender);\r
+                                int index = GetEventArrayIndexForFrame(eventInfo.FrameOfApplication);\r
+                                if (senderInfo.Events[index] == null) senderInfo.Events[index] = new List<EventInfo>();\r
+                                senderInfo.Events[index].Add(eventInfo);\r
                             }\r
+                        }\r
 \r
-                            break;\r
+                        senderInfo.HighestFrameNumber = frameNumber;\r
+                        break;\r
 \r
-                        // Stall Packet\r
-                        case 3:\r
-                            byte numStalledPeers = packetReader.ReadByte();\r
-                            byte[] stalledPeers = packetReader.ReadBytes(numStalledPeers);\r
+                    case PacketType.Stall:\r
 \r
-                            break;\r
-                    }\r
+                        byte numStalledPeers = mPacketReader.ReadByte();\r
+                        byte[] stalledPeers = mPacketReader.ReadBytes(numStalledPeers);\r
+\r
+                        // TODO\r
+                        break;\r
+\r
+                    default:\r
+\r
+                        Console.WriteLine("Received unknown packet type: " + (int)packetId);\r
+                        break;\r
                 }\r
             }\r
         }\r
 \r
-        private void ReadEvent(PacketReader packetReader, NetworkGamer sender)\r
+\r
+        int CurrentEventArrayIndex\r
+        {\r
+            get { return GetEventArrayIndexForFrame(mGame.CurrentFrameNumber); }\r
+        }\r
+\r
+        int GetEventArrayIndexForFrame(long frame)\r
         {\r
-            byte eventId = packetReader.ReadByte();\r
-            long applicationFrame = packetReader.ReadInt32();\r
+            return (int)(frame % MaximumLatency);\r
+        }\r
+\r
+        EventInfo ReadEvent(PacketReader packetReader, NetworkGamer sender)\r
+        {\r
+            EventType eventId = (EventType)packetReader.ReadByte();\r
+            long frameNumber = packetReader.ReadInt32();\r
 \r
             switch (eventId)\r
             {\r
-                // Key Down\r
-                case 1:\r
-                    int keyCode1 = packetReader.ReadInt32();\r
+                case EventType.KeyDown:\r
+\r
+                    Keys keyCode1 = (Keys)packetReader.ReadInt32();\r
+                    return new KeyboardEventInfo(sender, frameNumber, keyCode1, true);\r
 \r
-                    break;\r
+                case EventType.KeyUp:\r
 \r
-                // Key Up\r
-                case 2:\r
-                    int keyCode2 = packetReader.ReadInt32();\r
+                    Keys keyCode2 = (Keys)packetReader.ReadInt32();\r
+                    return new KeyboardEventInfo(sender, frameNumber, keyCode2, false);\r
 \r
-                    break;\r
+                case EventType.MouseDown:\r
 \r
-                // Mouse Down\r
-                case 3:\r
-                    byte buttonId1 = packetReader.ReadByte();\r
+                    MouseButton buttonId1 = (MouseButton)packetReader.ReadByte();\r
+                    return new MouseButtonEventInfo(sender, frameNumber, buttonId1, true);\r
 \r
-                    break;\r
+                case EventType.MouseUp:\r
 \r
-                // Mouse Up\r
-                case 4:\r
-                    byte buttonId2 = packetReader.ReadByte();\r
+                    MouseButton buttonId2 = (MouseButton)packetReader.ReadByte();\r
+                    return new MouseButtonEventInfo(sender, frameNumber, buttonId2, false);\r
 \r
-                    break;\r
+                case EventType.MouseMove:\r
 \r
-                // Mouse Move\r
-                case 5:\r
                     short x = packetReader.ReadInt16();\r
                     short y = packetReader.ReadInt16();\r
+                    return new MouseMotionEventInfo(sender, frameNumber, x, y);\r
 \r
-                    break;\r
+                default:\r
+\r
+                    Console.WriteLine("Received unknown event type: " + (int)eventId);\r
+                    return null;\r
             }\r
         }\r
 \r
 \r
-        private bool IsLatencyAdjustmentFrame\r
+        void WriteChatPacket(String message)\r
+        {\r
+            mPacketWriter.Write((byte)PacketType.Chat);\r
+            mPacketWriter.Write((short)message.Length);\r
+            mPacketWriter.Write(message.ToCharArray());\r
+        }\r
+\r
+        void WriteEventPacket(List<EventInfo> events, long highestFrameNumber)\r
+        {\r
+            mPacketWriter.Write((byte)PacketType.Event);\r
+            mPacketWriter.Write((short)mLastStallCount);\r
+            mPacketWriter.Write((short)mAverageOwd);\r
+            mPacketWriter.Write((int)highestFrameNumber);\r
+            mPacketWriter.Write((byte)events.Count);\r
+\r
+            foreach (EventInfo eventInfo in events)\r
+            {\r
+                mPacketWriter.Write((byte)eventInfo.Id);\r
+                mPacketWriter.Write((int)eventInfo.FrameOfApplication);\r
+\r
+                KeyboardEventInfo keyboardEventInfo = eventInfo as KeyboardEventInfo;\r
+                if (keyboardEventInfo != null)\r
+                {\r
+                    mPacketWriter.Write((int)keyboardEventInfo.Key);\r
+                    continue;\r
+                }\r
+\r
+                MouseButtonEventInfo mouseButtonEventInfo = eventInfo as MouseButtonEventInfo;\r
+                if (mouseButtonEventInfo != null)\r
+                {\r
+                    mPacketWriter.Write((byte)mouseButtonEventInfo.Button);\r
+                    continue;\r
+                }\r
+\r
+                MouseMotionEventInfo mouseMotionEventInfo = eventInfo as MouseMotionEventInfo;\r
+                if (mouseMotionEventInfo != null)\r
+                {\r
+                    mPacketWriter.Write((short)mouseMotionEventInfo.X);\r
+                    mPacketWriter.Write((short)mouseMotionEventInfo.Y);\r
+                    continue;\r
+                }\r
+            }\r
+        }\r
+\r
+\r
+        bool IsLatencyAdjustmentFrame\r
         {\r
             get\r
             {\r
-                // TODO\r
-                return false;\r
+                return mNextLatencyAdjustmentFrame == mGame.CurrentFrameNumber;\r
             }\r
         }\r
 \r
-        private void AdjustLatency()\r
+        void AdjustLatency()\r
         {\r
-            // TODO\r
+            Debug.Assert(IsLatencyAdjustmentFrame);\r
+\r
+#if DEBUG\r
+            if (mStallCount > 0)\r
+            {\r
+                Console.WriteLine("STL#: " + mGame.CurrentFrameNumber + "\t" + mStallCount);\r
+            }\r
+#endif\r
+\r
+            int maxStallCount = 0;\r
+            int maxAverageOwd = 0;\r
+\r
+            foreach (GamerInfo gamerInfo in GamerArray)\r
+            {\r
+                if (gamerInfo.StallCount > maxStallCount) maxStallCount = gamerInfo.StallCount;\r
+                if (gamerInfo.AverageOwd > maxAverageOwd) maxAverageOwd = gamerInfo.AverageOwd;\r
+\r
+                gamerInfo.StallCount = gamerInfo.NextStallCount;\r
+                gamerInfo.AverageOwd = gamerInfo.NextAverageOwd;\r
+            }\r
+\r
+#if DEBUG\r
+            int prevLatency = mLatency;\r
+#endif\r
+\r
+            if (maxStallCount > 0)\r
+            {\r
+                mLatency += maxStallCount;\r
+            }\r
+            else\r
+            {\r
+                mLatency -= (int)(0.6 * (double)(mLatency - maxAverageOwd) + 1.0);\r
+            }\r
+\r
+            if (mLatency < 1) mLatency = 1;\r
+            if (mLatency > MaximumLatency) mLatency = MaximumLatency;\r
+\r
+#if DEBUG\r
+            if (prevLatency != mLatency) Console.WriteLine("NLAG: " + mLatency);\r
+#endif\r
+\r
+            mNextLatencyAdjustmentFrame = mGame.CurrentFrameNumber + mLatency;\r
+            mAverageOwd = CurrentAverageOneWayDelay;\r
+\r
+            mLastLocalEvents = mLocalEvents;\r
+            mLocalEvents = new List<EventInfo>();\r
         }\r
 \r
 \r
-        private void SendLocalEvents()\r
+\r
+        List<EventInfo> GetEventsFromInput()\r
         {\r
-            // TODO: Not finished.\r
+            List<EventInfo> events = new List<EventInfo>();\r
 \r
-            KeyboardState keyState = Keyboard.GetState();\r
-            MouseState mouseState = Mouse.GetState();\r
+            long frameOfApplication = mGame.CurrentFrameNumber + mLatency;\r
+            if (frameOfApplication <= mHighestFrameNumber) return events;\r
+            else mHighestFrameNumber = frameOfApplication;\r
 \r
-            // Make a list of the keys pressed or released this frame.\r
+            // 1. Find the keyboard differences; written by Peter.\r
+\r
+            KeyboardState keyState = Keyboard.GetState();\r
 \r
             List<Keys> pressedKeys = new List<Keys>();\r
             List<Keys> releasedKeys = new List<Keys>();\r
 \r
             Keys[] pressedKeysArray = keyState.GetPressedKeys();\r
             foreach (Keys k in pressedKeysArray)\r
-                if (!mLastPressedKeys.Contains(k))\r
-                    pressedKeys.Add(k);\r
-                else\r
-                    mLastPressedKeys.Remove(k);\r
+            {\r
+                if (!mLastPressedKeys.Contains(k)) pressedKeys.Add(k);\r
+                else mLastPressedKeys.Remove(k);\r
+            }\r
 \r
             releasedKeys = mLastPressedKeys;\r
+\r
+            foreach (Keys key in pressedKeys)\r
+            {\r
+                events.Add(new KeyboardEventInfo(LocalGamer, frameOfApplication, key, true));\r
+            }\r
+            foreach (Keys key in releasedKeys)\r
+            {\r
+                events.Add(new KeyboardEventInfo(LocalGamer, frameOfApplication, key, false));\r
+            }\r
+\r
+#if DEBUG\r
+            if (pressedKeys.Contains(Keys.Escape)) mDontSendEvents = true;\r
+            if (releasedKeys.Contains(Keys.Escape)) mDontSendEvents = false;\r
+#endif\r
+\r
+            // 2. Find the mouse differences.\r
+\r
+            MouseState mouseState = Mouse.GetState();\r
+\r
+            bool leftButtonPressed = mouseState.LeftButton == ButtonState.Pressed;\r
+            if (leftButtonPressed != mLastLeftButtonPressed)\r
+            {\r
+                events.Add(new MouseButtonEventInfo(LocalGamer, frameOfApplication, MouseButton.Left, leftButtonPressed));\r
+            }\r
+\r
+            bool rightButtonPressed = mouseState.RightButton == ButtonState.Pressed;\r
+            if (rightButtonPressed != mLastRightButtonPressed)\r
+            {\r
+                events.Add(new MouseButtonEventInfo(LocalGamer, frameOfApplication, MouseButton.Right, rightButtonPressed));\r
+            }\r
+\r
+            bool middleButtonPressed = mouseState.MiddleButton == ButtonState.Pressed;\r
+            if (middleButtonPressed != mLastMiddleButtonPressed)\r
+            {\r
+                events.Add(new MouseButtonEventInfo(LocalGamer, frameOfApplication, MouseButton.Middle, middleButtonPressed));\r
+            }\r
+\r
+            int mousePositionX = mouseState.X;\r
+            int mousePositionY = mouseState.Y;\r
+            if (mousePositionX != mLastMousePositionX || mousePositionY != mLastMousePositionY)\r
+            {\r
+                events.Add(new MouseMotionEventInfo(LocalGamer, frameOfApplication, mousePositionX, mousePositionY));\r
+            }\r
+\r
+            // 3. Save the current peripheral state.\r
+\r
             mLastPressedKeys = new List<Keys>(pressedKeysArray);\r
+            mLastLeftButtonPressed = leftButtonPressed;\r
+            mLastRightButtonPressed = rightButtonPressed;\r
+            mLastMiddleButtonPressed = middleButtonPressed;\r
+            mLastMousePositionX = mousePositionX;\r
+            mLastMousePositionY = mousePositionY;\r
+\r
+            return events;\r
+        }\r
+\r
+        void SendLocalEvents()\r
+        {\r
+            SendLocalEvents((NetworkGamer)null);\r
+        }\r
 \r
-            bool buttonPressed = mouseState.LeftButton == ButtonState.Pressed;\r
+        void SendLocalEvents(List<NetworkGamer> recipicents)\r
+        {\r
+            foreach (NetworkGamer gamer in recipicents)\r
+            {\r
+                SendLocalEvents(gamer);\r
+            }\r
         }\r
 \r
+        void SendLocalEvents(NetworkGamer recipient)\r
+        {\r
+#if DEBUG\r
+            if (mDontSendEvents) return;\r
+#endif\r
+\r
+            List<EventInfo> events = new List<EventInfo>(mLocalEvents);\r
+            events.AddRange(mLastLocalEvents);\r
 \r
-        private bool HaveNeededEvents\r
+            if (recipient != null && !recipient.IsDisposed)\r
+            {\r
+                // if there is a recipient, we are resending old events\r
+                WriteEventPacket(events, mGame.CurrentFrameNumber - 1);\r
+                LocalGamer.SendData(mPacketWriter, SendDataOptions.Reliable, recipient);\r
+            }\r
+            else\r
+            {\r
+                WriteEventPacket(events, mGame.CurrentFrameNumber + mLatency);\r
+                LocalGamer.SendData(mPacketWriter, SendDataOptions.None);\r
+            }\r
+        }\r
+\r
+\r
+        bool HaveNeededEvents\r
         {\r
             get\r
             {\r
-                // TODO\r
+                long currentFrame = mGame.CurrentFrameNumber;\r
+\r
+                foreach (GamerInfo gamerInfo in mGamers.Values)\r
+                {\r
+                    if (gamerInfo.HighestFrameNumber < currentFrame) return false;\r
+                }\r
+\r
                 return true;\r
             }\r
         }\r
 \r
-        private void ApplyEvents()\r
+        void ApplyEvents()\r
         {\r
-            // TODO\r
+            int index = CurrentEventArrayIndex;\r
+\r
+            foreach (GamerInfo gamerInfo in GamerArray)\r
+            {\r
+                if (gamerInfo.Events[index] == null) continue;\r
+\r
+                foreach (EventInfo eventInfo in gamerInfo.Events[index])\r
+                {\r
+                    KeyboardEventInfo keyboardEventInfo = eventInfo as KeyboardEventInfo;\r
+                    if (keyboardEventInfo != null)\r
+                    {\r
+#if DEBUG\r
+                        Console.WriteLine(" KEY: " + keyboardEventInfo.FrameOfApplication + "\t" + keyboardEventInfo.Key + "," + keyboardEventInfo.IsKeyDown);\r
+#endif\r
+\r
+                        mGame.ApplyKeyInput(gamerInfo, keyboardEventInfo.Key, keyboardEventInfo.IsKeyDown);\r
+                        continue;\r
+                    }\r
+\r
+                    MouseButtonEventInfo mouseButtonEventInfo = eventInfo as MouseButtonEventInfo;\r
+                    if (mouseButtonEventInfo != null)\r
+                    {\r
+#if DEBUG\r
+                        Console.WriteLine(" BTN: " + mouseButtonEventInfo.FrameOfApplication + "\t" + mouseButtonEventInfo.IsButtonDown);\r
+#endif\r
+\r
+                        mGame.ApplyMouseButtonInput(gamerInfo, mouseButtonEventInfo.IsButtonDown);\r
+                        continue;\r
+                    }\r
+\r
+                    MouseMotionEventInfo mouseMotionEventInfo = eventInfo as MouseMotionEventInfo;\r
+                    if (mouseMotionEventInfo != null)\r
+                    {\r
+#if DEBUG\r
+                        Console.WriteLine(" MMV: " + mouseMotionEventInfo.FrameOfApplication + "\t" + mouseMotionEventInfo.X + "," + mouseMotionEventInfo.Y);\r
+#endif\r
+\r
+                        mGame.ApplyMouseLocationInput(gamerInfo, mouseMotionEventInfo.X, mouseMotionEventInfo.Y);\r
+                        continue;\r
+                    }\r
+                }\r
+\r
+                gamerInfo.Events[index] = null;\r
+            }\r
         }\r
 \r
 \r
-        private int AverageOneWayDelay\r
+        int CurrentAverageOneWayDelay\r
         {\r
             get\r
             {\r
-                // TODO\r
-                return 12;\r
+                Debug.Assert(mNetworkSession != null);\r
+\r
+                double numRemoteGamersTwice = 2 * mNetworkSession.RemoteGamers.Count;\r
+                double averageOwd = 0;\r
+\r
+                foreach (NetworkGamer gamer in mNetworkSession.RemoteGamers)\r
+                {\r
+                    TimeSpan timeSpan = gamer.RoundtripTime;\r
+                    averageOwd += timeSpan.TotalMilliseconds;\r
+                }\r
+\r
+                return (int)((averageOwd / numRemoteGamersTwice) / 16.6666);\r
             }\r
         }\r
 \r
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