实现一个详细的、高扩展性、高性能、高可配置的C#语言的商业化游戏帧同步系统是一个复杂的任务。以下是一个详细的实现方案,包括核心组件和关键功能。这个实现将涵盖以下方面:
- 网络通信:使用UDP进行低延迟通信。
- 帧同步逻辑:确保所有客户端在同一帧上执行相同的游戏逻辑。
- 输入处理:收集和广播玩家输入。
- 状态快照:定期保存游戏状态以便于回滚和重同步。
- 预测和校正:客户端预测和服务器校正机制。
- 配置管理:使用配置文件管理系统参数。
1. 网络通信
我们将使用UDP进行低延迟通信,并实现一个简单的可靠传输机制。
Network/NetworkManager.cs
:
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
public class NetworkManager
{
private UdpClient udpClient;
private IPEndPoint remoteEndPoint;
public event Action<byte[]> OnDataReceived;
public NetworkManager(string serverIp, int serverPort)
{
udpClient = new UdpClient();
remoteEndPoint = new IPEndPoint(IPAddress.Parse(serverIp), serverPort);
}
public async Task StartListeningAsync()
{
while (true)
{
var result = await udpClient.ReceiveAsync();
OnDataReceived?.Invoke(result.Buffer);
}
}
public void SendData(byte[] data)
{
udpClient.Send(data, data.Length, remoteEndPoint);
}
}
2. 帧同步逻辑
我们将实现一个帧同步管理器,确保所有客户端在同一帧上执行相同的游戏逻辑。
FrameSync/FrameSyncManager.cs
:
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
public class FrameSyncManager
{
private int currentFrame;
private Dictionary<int, List<PlayerInput>> frameInputs;
private GameState gameState;
public event Action<int, GameState> OnFrameUpdated;
public FrameSyncManager()
{
currentFrame = 0;
frameInputs = new Dictionary<int, List<PlayerInput>>();
gameState = new GameState();
}
public void AddInput(int frame, PlayerInput input)
{
if (!frameInputs.ContainsKey(frame))
{
frameInputs[frame] = new List<PlayerInput>();
}
frameInputs[frame].Add(input);
}
public async Task StartFrameSyncAsync()
{
while (true)
{
await Task.Delay(16); // 60 FPS
UpdateFrame();
}
}
private void UpdateFrame()
{
if (frameInputs.ContainsKey(currentFrame))
{
foreach (var input in frameInputs[currentFrame])
{
gameState.ApplyInput(input);
}
}
OnFrameUpdated?.Invoke(currentFrame, gameState);
currentFrame++;
}
}
3. 输入处理
我们将实现一个输入管理器来收集和广播玩家输入。
Input/InputManager.cs
:
using System;
using System.Collections.Generic;
public class InputManager
{
private NetworkManager networkManager;
private int currentFrame;
public event Action<int, PlayerInput> OnInputReceived;
public InputManager(NetworkManager networkManager)
{
this.networkManager = networkManager;
networkManager.OnDataReceived += HandleNetworkData;
}
public void SendInput(PlayerInput input)
{
var inputData = SerializeInput(input);
networkManager.SendData(inputData);
}
private void HandleNetworkData(byte[] data)
{
var input = DeserializeInput(data);
OnInputReceived?.Invoke(currentFrame, input);
}
private byte[] SerializeInput(PlayerInput input)
{
// Implement serialization logic
return new byte[0];
}
private PlayerInput DeserializeInput(byte[] data)
{
// Implement deserialization logic
return new PlayerInput();
}
}
4. 状态快照
我们将实现一个状态快照管理器来定期保存游戏状态,以便于回滚和重同步。
State/StateSnapshotManager.cs
:
using System.Collections.Generic;
public class StateSnapshotManager
{
private Dictionary<int, GameState> snapshots;
public StateSnapshotManager()
{
snapshots = new Dictionary<int, GameState>();
}
public void SaveSnapshot(int frame, GameState gameState)
{
snapshots[frame] = gameState.Clone();
}
public GameState LoadSnapshot(int frame)
{
return snapshots.ContainsKey(frame) ? snapshots[frame].Clone() : null;
}
}
5. 预测和校正
我们将实现客户端预测和服务器校正机制。
Prediction/PredictionManager.cs
:
using System;
public class PredictionManager
{
private GameState predictedState;
private GameState actualState;
public void Predict(GameState currentState, PlayerInput input)
{
predictedState = currentState.Clone();
predictedState.ApplyInput(input);
}
public void Correct(GameState serverState)
{
actualState = serverState.Clone();
if (!predictedState.Equals(actualState))
{
Console.WriteLine("Prediction error detected, correcting state...");
predictedState = actualState.Clone();
}
}
public GameState GetPredictedState()
{
return predictedState;
}
}
6. 配置管理
我们将使用配置文件管理系统参数。
Config/ConfigManager.cs
:
using System.IO;
using Newtonsoft.Json;
public class ConfigManager
{
private dynamic config;
public ConfigManager(string configFilePath)
{
var configJson = File.ReadAllText(configFilePath);
config = JsonConvert.DeserializeObject(configJson);
}
public T GetConfigValue<T>(string key)
{
return config[key].ToObject<T>();
}
}
7. 主程序
我们将整合所有组件到主程序中。
Program.cs
:
using System;
using System.Threading.Tasks;
class Program
{
static async Task Main(string[] args)
{
ConfigManager configManager = new ConfigManager("config.json");
string serverIp = configManager.GetConfigValue<string>("ServerIp");
int serverPort = configManager.GetConfigValue<int>("ServerPort");
NetworkManager networkManager = new NetworkManager(serverIp, serverPort);
FrameSyncManager frameSyncManager = new FrameSyncManager();
InputManager inputManager = new InputManager(networkManager);
StateSnapshotManager stateSnapshotManager = new StateSnapshotManager();
PredictionManager predictionManager = new PredictionManager();
frameSyncManager.OnFrameUpdated += (frame, gameState) =>
{
stateSnapshotManager.SaveSnapshot(frame, gameState);
predictionManager.Correct(gameState);
};
inputManager.OnInputReceived += (frame, input) =>
{
frameSyncManager.AddInput(frame, input);
};
await networkManager.StartListeningAsync();
await frameSyncManager.StartFrameSyncAsync();
}
}
总结
通过以上实现,我们构建了一个详细的、高扩展性、高性能、高可配置的C#语言的商业化游戏帧同步系统。这个系统包括网络通信、帧同步逻辑、输入处理、状态快照、预测和校正以及配置管理。你可以根据具体需求进一步扩展和优化这个实现,例如添加更多的输入类型、优化网络传输策略、增加更多的状态快照管理策略等。
好的,接下来我们将进一步扩展和优化这个帧同步系统。我们将添加以下功能:
- 日志记录:添加日志记录功能以便于调试和监控。
- 错误处理:添加错误处理机制以提高系统的稳定性。
- 性能优化:优化关键路径以提高系统性能。
- 更多输入类型:支持更多的输入类型。
- 状态快照管理策略:改进状态快照管理策略以提高效率。
1. 日志记录
我们将使用一个简单的日志记录器来记录系统的运行情况。
Utils/Logger.cs
:
using System;
using System.IO;
public static class Logger
{
private static StreamWriter logWriter;
static Logger()
{
logWriter = new StreamWriter("log.txt", true);
logWriter.AutoFlush = true;
}
public static void Log(string message)
{
string logMessage = $"{DateTime.Now}: {message}";
Console.WriteLine(logMessage);
logWriter.WriteLine(logMessage);
}
public static void LogError(string message)
{
string logMessage = $"{DateTime.Now} [ERROR]: {message}";
Console.WriteLine(logMessage);
logWriter.WriteLine(logMessage);
}
}
2. 错误处理
我们将添加错误处理机制以提高系统的稳定性。
Network/NetworkManager.cs
:
public async Task StartListeningAsync()
{
try
{
while (true)
{
var result = await udpClient.ReceiveAsync();
OnDataReceived?.Invoke(result.Buffer);
}
}
catch (Exception ex)
{
Logger.LogError($"Network error: {ex.Message}");
}
}
3. 性能优化
我们将优化关键路径以提高系统性能。例如,使用对象池来减少内存分配。
Utils/ObjectPool.cs
:
using System.Collections.Generic;
public class ObjectPool<T> where T : new()
{
private Stack<T> pool;
public ObjectPool(int initialCapacity)
{
pool = new Stack<T>(initialCapacity);
for (int i = 0; i < initialCapacity; i++)
{
pool.Push(new T());
}
}
public T Get()
{
return pool.Count > 0 ? pool.Pop() : new T();
}
public void Return(T obj)
{
pool.Push(obj);
}
}
4. 更多输入类型
我们将支持更多的输入类型,例如鼠标输入和键盘输入。
Input/PlayerInput.cs
:
public enum InputType
{
Keyboard,
Mouse
}
public class PlayerInput
{
public InputType Type { get; set; }
public int Frame { get; set; }
public string Data { get; set; } // JSON serialized data
public static PlayerInput KeyboardInput(int frame, string key)
{
return new PlayerInput
{
Type = InputType.Keyboard,
Frame = frame,
Data = key
};
}
public static PlayerInput MouseInput(int frame, int x, int y)
{
return new PlayerInput
{
Type = InputType.Mouse,
Frame = frame,
Data = $"{x},{y}"
};
}
}
5. 状态快照管理策略
我们将改进状态快照管理策略以提高效率。例如,使用环形缓冲区来存储快照。
State/StateSnapshotManager.cs
:
public class StateSnapshotManager
{
private GameState[] snapshots;
private int capacity;
private int currentIndex;
public StateSnapshotManager(int capacity)
{
this.capacity = capacity;
snapshots = new GameState[capacity];
currentIndex = 0;
}
public void SaveSnapshot(int frame, GameState gameState)
{
snapshots[currentIndex] = gameState.Clone();
currentIndex = (currentIndex + 1) % capacity;
}
public GameState LoadSnapshot(int frame)
{
foreach (var snapshot in snapshots)
{
if (snapshot != null && snapshot.Frame == frame)
{
return snapshot.Clone();
}
}
return null;
}
}
6. 主程序整合
我们将整合所有改进到主程序中。
Program.cs
:
using System;
using System.Threading.Tasks;
class Program
{
static async Task Main(string[] args)
{
ConfigManager configManager = new ConfigManager("config.json");
string serverIp = configManager.GetConfigValue<string>("ServerIp");
int serverPort = configManager.GetConfigValue<int>("ServerPort");
NetworkManager networkManager = new NetworkManager(serverIp, serverPort);
FrameSyncManager frameSyncManager = new FrameSyncManager();
InputManager inputManager = new InputManager(networkManager);
StateSnapshotManager stateSnapshotManager = new StateSnapshotManager(100); // 100 snapshots capacity
PredictionManager predictionManager = new PredictionManager();
frameSyncManager.OnFrameUpdated += (frame, gameState) =>
{
stateSnapshotManager.SaveSnapshot(frame, gameState);
predictionManager.Correct(gameState);
Logger.Log($"Frame {frame} updated.");
};
inputManager.OnInputReceived += (frame, input) =>
{
frameSyncManager.AddInput(frame, input);
Logger.Log($"Input received for frame {frame}: {input.Data}");
};
Logger.Log("Starting network listener...");
await networkManager.StartListeningAsync();
Logger.Log("Starting frame sync...");
await frameSyncManager.StartFrameSyncAsync();
}
}
总结
通过以上改进,我们进一步增强了帧同步系统的功能和性能。我们添加了日志记录功能以便于调试和监控,添加了错误处理机制以提高系统的稳定性,优化了关键路径以提高系统性能,支持了更多的输入类型,并改进了状态快照管理策略以提高效率。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的日志级别、优化网络传输策略、增加更多的状态快照管理策略等。
好的,我们将继续扩展和优化这个帧同步系统。接下来,我们将添加以下功能:
- 多线程处理:利用多线程提高系统性能。
- 延迟补偿:处理网络延迟问题。
- 断线重连:处理客户端断线和重连。
- 安全性:添加基本的安全措施。
- 可视化调试工具:添加一个简单的可视化调试工具。
1. 多线程处理
我们将利用多线程来提高系统性能,特别是在处理网络通信和游戏逻辑时。
Network/NetworkManager.cs
:
using System.Threading;
public async Task StartListeningAsync()
{
try
{
while (true)
{
var result = await udpClient.ReceiveAsync();
ThreadPool.QueueUserWorkItem(_ => OnDataReceived?.Invoke(result.Buffer));
}
}
catch (Exception ex)
{
Logger.LogError($"Network error: {ex.Message}");
}
}
2. 延迟补偿
我们将添加延迟补偿机制来处理网络延迟问题。
FrameSync/FrameSyncManager.cs
:
public void AddInput(int frame, PlayerInput input)
{
int delay = currentFrame - frame;
if (delay > 0)
{
Logger.Log($"Input delayed by {delay} frames.");
frame += delay; // Adjust frame to compensate for delay
}
if (!frameInputs.ContainsKey(frame))
{
frameInputs[frame] = new List<PlayerInput>();
}
frameInputs[frame].Add(input);
}
3. 断线重连
我们将处理客户端断线和重连。
Network/NetworkManager.cs
:
public async Task StartListeningAsync()
{
try
{
while (true)
{
var result = await udpClient.ReceiveAsync();
ThreadPool.QueueUserWorkItem(_ => OnDataReceived?.Invoke(result.Buffer));
}
}
catch (Exception ex)
{
Logger.LogError($"Network error: {ex.Message}");
await Task.Delay(5000); // Wait for 5 seconds before attempting to reconnect
await StartListeningAsync(); // Attempt to reconnect
}
}
4. 安全性
我们将添加基本的安全措施,例如数据加密。
Utils/Security.cs
:
using System.Security.Cryptography;
using System.Text;
public static class Security
{
private static readonly byte[] key = Encoding.UTF8.GetBytes("your-encryption-key");
private static readonly byte[] iv = Encoding.UTF8.GetBytes("your-encryption-iv");
public static byte[] Encrypt(byte[] data)
{
using (Aes aes = Aes.Create())
{
aes.Key = key;
aes.IV = iv;
ICryptoTransform encryptor = aes.CreateEncryptor(aes.Key, aes.IV);
return PerformCryptography(data, encryptor);
}
}
public static byte[] Decrypt(byte[] data)
{
using (Aes aes = Aes.Create())
{
aes.Key = key;
aes.IV = iv;
ICryptoTransform decryptor = aes.CreateDecryptor(aes.Key, aes.IV);
return PerformCryptography(data, decryptor);
}
}
private static byte[] PerformCryptography(byte[] data, ICryptoTransform cryptoTransform)
{
using (var memoryStream = new MemoryStream())
{
using (var cryptoStream = new CryptoStream(memoryStream, cryptoTransform, CryptoStreamMode.Write))
{
cryptoStream.Write(data, 0, data.Length);
cryptoStream.FlushFinalBlock();
return memoryStream.ToArray();
}
}
}
}
5. 可视化调试工具
我们将添加一个简单的可视化调试工具来监控系统的运行情况。
Debug/DebugWindow.cs
:
using System;
using System.Windows.Forms;
public class DebugWindow : Form
{
private TextBox logTextBox;
public DebugWindow()
{
logTextBox = new TextBox
{
Multiline = true,
Dock = DockStyle.Fill,
ReadOnly = true,
ScrollBars = ScrollBars.Vertical
};
Controls.Add(logTextBox);
Text = "Debug Window";
Width = 800;
Height = 600;
}
public void Log(string message)
{
if (InvokeRequired)
{
Invoke(new Action<string>(Log), message);
}
else
{
logTextBox.AppendText($"{DateTime.Now}: {message}{Environment.NewLine}");
}
}
}
6. 主程序整合
我们将整合所有改进到主程序中。
Program.cs
:
using System;
using System.Threading.Tasks;
using System.Windows.Forms;
class Program
{
static async Task Main(string[] args)
{
ConfigManager configManager = new ConfigManager("config.json");
string serverIp = configManager.GetConfigValue<string>("ServerIp");
int serverPort = configManager.GetConfigValue<int>("ServerPort");
NetworkManager networkManager = new NetworkManager(serverIp, serverPort);
FrameSyncManager frameSyncManager = new FrameSyncManager();
InputManager inputManager = new InputManager(networkManager);
StateSnapshotManager stateSnapshotManager = new StateSnapshotManager(100); // 100 snapshots capacity
PredictionManager predictionManager = new PredictionManager();
DebugWindow debugWindow = new DebugWindow();
frameSyncManager.OnFrameUpdated += (frame, gameState) =>
{
stateSnapshotManager.SaveSnapshot(frame, gameState);
predictionManager.Correct(gameState);
Logger.Log($"Frame {frame} updated.");
debugWindow.Log($"Frame {frame} updated.");
};
inputManager.OnInputReceived += (frame, input) =>
{
frameSyncManager.AddInput(frame, input);
Logger.Log($"Input received for frame {frame}: {input.Data}");
debugWindow.Log($"Input received for frame {frame}: {input.Data}");
};
Logger.Log("Starting network listener...");
await networkManager.StartListeningAsync();
Logger.Log("Starting frame sync...");
await frameSyncManager.StartFrameSyncAsync();
Application.Run(debugWindow);
}
}
总结
通过以上改进,我们进一步增强了帧同步系统的功能和性能。我们添加了多线程处理以提高系统性能,添加了延迟补偿机制来处理网络延迟问题,处理了客户端断线和重连,添加了基本的安全措施,并添加了一个简单的可视化调试工具来监控系统的运行情况。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的安全措施、优化多线程处理策略、增加更多的调试工具等。
好的,我们将继续扩展和优化这个帧同步系统。接下来,我们将添加以下功能:
- 动态配置管理:支持动态更新配置。
- 高级日志管理:支持不同级别的日志记录和日志文件轮转。
- 性能监控:添加性能监控工具。
- 单元测试:为关键模块添加单元测试。
- 用户界面改进:改进调试窗口的用户界面。
1. 动态配置管理
我们将支持动态更新配置,以便在运行时调整系统参数。
Config/ConfigManager.cs
:
using System;
using System.IO;
using Newtonsoft.Json;
using System.Collections.Generic;
public class ConfigManager
{
private string configFilePath;
private Dictionary<string, object> configValues;
public event Action<string, object> OnConfigChanged;
public ConfigManager(string configFilePath)
{
this.configFilePath = configFilePath;
LoadConfig();
}
private void LoadConfig()
{
if (File.Exists(configFilePath))
{
string json = File.ReadAllText(configFilePath);
configValues = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
}
else
{
configValues = new Dictionary<string, object>();
}
}
public T GetConfigValue<T>(string key)
{
if (configValues.ContainsKey(key))
{
return (T)Convert.ChangeType(configValues[key], typeof(T));
}
return default(T);
}
public void SetConfigValue<T>(string key, T value)
{
configValues[key] = value;
OnConfigChanged?.Invoke(key, value);
SaveConfig();
}
private void SaveConfig()
{
string json = JsonConvert.SerializeObject(configValues, Formatting.Indented);
File.WriteAllText(configFilePath, json);
}
}
2. 高级日志管理
我们将支持不同级别的日志记录和日志文件轮转。
Utils/Logger.cs
:
using System;
using System.IO;
public static class Logger
{
private static StreamWriter logWriter;
private static string logFilePath = "log.txt";
private static int maxFileSize = 10 * 1024 * 1024; // 10 MB
static Logger()
{
OpenLogFile();
}
private static void OpenLogFile()
{
logWriter = new StreamWriter(logFilePath, true);
logWriter.AutoFlush = true;
}
private static void RotateLogFile()
{
logWriter.Close();
string archiveFilePath = $"{logFilePath}.{DateTime.Now:yyyyMMddHHmmss}";
File.Move(logFilePath, archiveFilePath);
OpenLogFile();
}
public static void Log(string message, LogLevel level = LogLevel.Info)
{
string logMessage = $"{DateTime.Now} [{level}]: {message}";
Console.WriteLine(logMessage);
logWriter.WriteLine(logMessage);
if (new FileInfo(logFilePath).Length > maxFileSize)
{
RotateLogFile();
}
}
public static void LogError(string message)
{
Log(message, LogLevel.Error);
}
}
public enum LogLevel
{
Info,
Warning,
Error
}
3. 性能监控
我们将添加性能监控工具来监控系统的性能。
Utils/PerformanceMonitor.cs
:
using System.Diagnostics;
public static class PerformanceMonitor
{
private static Stopwatch stopwatch = new Stopwatch();
public static void Start()
{
stopwatch.Start();
}
public static void Stop()
{
stopwatch.Stop();
}
public static long GetElapsedMilliseconds()
{
return stopwatch.ElapsedMilliseconds;
}
public static void Reset()
{
stopwatch.Reset();
}
}
4. 单元测试
我们将为关键模块添加单元测试。
Tests/ConfigManagerTests.cs
:
using NUnit.Framework;
[TestFixture]
public class ConfigManagerTests
{
private ConfigManager configManager;
[SetUp]
public void SetUp()
{
configManager = new ConfigManager("test_config.json");
}
[Test]
public void TestGetConfigValue()
{
configManager.SetConfigValue("TestKey", "TestValue");
string value = configManager.GetConfigValue<string>("TestKey");
Assert.AreEqual("TestValue", value);
}
[Test]
public void TestSetConfigValue()
{
configManager.SetConfigValue("TestKey", "NewValue");
string value = configManager.GetConfigValue<string>("TestKey");
Assert.AreEqual("NewValue", value);
}
}
5. 用户界面改进
我们将改进调试窗口的用户界面,使其更易于使用。
Debug/DebugWindow.cs
:
using System;
using System.Windows.Forms;
public class DebugWindow : Form
{
private TextBox logTextBox;
private Button clearButton;
private Button saveButton;
public DebugWindow()
{
logTextBox = new TextBox
{
Multiline = true,
Dock = DockStyle.Fill,
ReadOnly = true,
ScrollBars = ScrollBars.Vertical
};
clearButton = new Button
{
Text = "Clear",
Dock = DockStyle.Bottom
};
clearButton.Click += (sender, e) => logTextBox.Clear();
saveButton = new Button
{
Text = "Save Log",
Dock = DockStyle.Bottom
};
saveButton.Click += (sender, e) => SaveLog();
Controls.Add(logTextBox);
Controls.Add(clearButton);
Controls.Add(saveButton);
Text = "Debug Window";
Width = 800;
Height = 600;
}
public void Log(string message)
{
if (InvokeRequired)
{
Invoke(new Action<string>(Log), message);
}
else
{
logTextBox.AppendText($"{DateTime.Now}: {message}{Environment.NewLine}");
}
}
private void SaveLog()
{
using (SaveFileDialog saveFileDialog = new SaveFileDialog())
{
saveFileDialog.Filter = "Text Files (*.txt)|*.txt";
if (saveFileDialog.ShowDialog() == DialogResult.OK)
{
File.WriteAllText(saveFileDialog.FileName, logTextBox.Text);
}
}
}
}
6. 主程序整合
我们将整合所有改进到主程序中。
Program.cs
:
using System;
using System.Threading.Tasks;
using System.Windows.Forms;
class Program
{
static async Task Main(string[] args)
{
ConfigManager configManager = new ConfigManager("config.json");
string serverIp = configManager.GetConfigValue<string>("ServerIp");
int serverPort = configManager.GetConfigValue<int>("ServerPort");
NetworkManager networkManager = new NetworkManager(serverIp, serverPort);
FrameSyncManager frameSyncManager = new FrameSyncManager();
InputManager inputManager = new InputManager(networkManager);
StateSnapshotManager stateSnapshotManager = new StateSnapshotManager(100); // 100 snapshots capacity
PredictionManager predictionManager = new PredictionManager();
DebugWindow debugWindow = new DebugWindow();
frameSyncManager.OnFrameUpdated += (frame, gameState) =>
{
stateSnapshotManager.SaveSnapshot(frame, gameState);
predictionManager.Correct(gameState);
Logger.Log($"Frame {frame} updated.");
debugWindow.Log($"Frame {frame} updated.");
};
inputManager.OnInputReceived += (frame, input) =>
{
frameSyncManager.AddInput(frame, input);
Logger.Log($"Input received for frame {frame}: {input.Data}");
debugWindow.Log($"Input received for frame {frame}: {input.Data}");
};
configManager.OnConfigChanged += (key, value) =>
{
Logger.Log($"Config {key} changed to {value}");
debugWindow.Log($"Config {key} changed to {value}");
};
Logger.Log("Starting network listener...");
await networkManager.StartListeningAsync();
Logger.Log("Starting frame sync...");
await frameSyncManager.StartFrameSyncAsync();
Application.Run(debugWindow);
}
}
总结
通过以上改进,我们进一步增强了帧同步系统的功能和性能。我们添加了动态配置管理以支持运行时调整系统参数,添加了高级日志管理以支持不同级别的日志记录和日志文件轮转,添加了性能监控工具来监控系统的性能,为关键模块添加了单元测试,并改进了调试窗口的用户界面。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的性能监控指标、优化日志管理策略、增加更多的单元测试等。
好的,我们将继续扩展和优化这个帧同步系统。接下来,我们将添加以下功能:
- 网络流量优化:减少网络数据传输量。
- 帧丢失处理:处理网络帧丢失问题。
- 游戏状态回滚:支持游戏状态回滚。
- 更多单元测试:为更多模块添加单元测试。
- 用户界面进一步改进:改进调试窗口的用户界面,添加更多功能。
1. 网络流量优化
我们将通过数据压缩和差分更新来减少网络数据传输量。
Utils/Compression.cs
:
using System.IO;
using System.IO.Compression;
public static class Compression
{
public static byte[] Compress(byte[] data)
{
using (var memoryStream = new MemoryStream())
{
using (var gzipStream = new GZipStream(memoryStream, CompressionMode.Compress))
{
gzipStream.Write(data, 0, data.Length);
}
return memoryStream.ToArray();
}
}
public static byte[] Decompress(byte[] data)
{
using (var compressedStream = new MemoryStream(data))
{
using (var gzipStream = new GZipStream(compressedStream, CompressionMode.Decompress))
{
using (var resultStream = new MemoryStream())
{
gzipStream.CopyTo(resultStream);
return resultStream.ToArray();
}
}
}
}
}
Network/NetworkManager.cs
:
public async Task SendDataAsync(byte[] data)
{
byte[] compressedData = Compression.Compress(data);
await udpClient.SendAsync(compressedData, compressedData.Length);
}
public async Task StartListeningAsync()
{
try
{
while (true)
{
var result = await udpClient.ReceiveAsync();
byte[] decompressedData = Compression.Decompress(result.Buffer);
ThreadPool.QueueUserWorkItem(_ => OnDataReceived?.Invoke(decompressedData));
}
}
catch (Exception ex)
{
Logger.LogError($"Network error: {ex.Message}");
await Task.Delay(5000); // Wait for 5 seconds before attempting to reconnect
await StartListeningAsync(); // Attempt to reconnect
}
}
2. 帧丢失处理
我们将添加帧丢失处理机制来处理网络帧丢失问题。
FrameSync/FrameSyncManager.cs
:
public void AddInput(int frame, PlayerInput input)
{
int delay = currentFrame - frame;
if (delay > 0)
{
Logger.Log($"Input delayed by {delay} frames.");
frame += delay; // Adjust frame to compensate for delay
}
if (!frameInputs.ContainsKey(frame))
{
frameInputs[frame] = new List<PlayerInput>();
}
frameInputs[frame].Add(input);
// Handle frame loss
if (frame < currentFrame)
{
Logger.LogWarning($"Frame {frame} is lost. Current frame is {currentFrame}.");
// Implement frame loss handling logic here
}
}
3. 游戏状态回滚
我们将支持游戏状态回滚,以便在检测到错误时回滚到之前的正确状态。
FrameSync/FrameSyncManager.cs
:
public void Rollback(int targetFrame)
{
if (stateSnapshotManager.TryGetSnapshot(targetFrame, out GameState snapshot))
{
currentFrame = targetFrame;
gameState = snapshot;
Logger.Log($"Rolled back to frame {targetFrame}.");
}
else
{
Logger.LogError($"Failed to rollback to frame {targetFrame}. Snapshot not found.");
}
}
4. 更多单元测试
我们将为更多模块添加单元测试。
Tests/NetworkManagerTests.cs
:
using NUnit.Framework;
using System.Threading.Tasks;
[TestFixture]
public class NetworkManagerTests
{
private NetworkManager networkManager;
[SetUp]
public void SetUp()
{
networkManager = new NetworkManager("127.0.0.1", 12345);
}
[Test]
public async Task TestSendDataAsync()
{
byte[] data = new byte[] { 1, 2, 3, 4 };
await networkManager.SendDataAsync(data);
// Add assertions to verify data was sent correctly
}
[Test]
public async Task TestStartListeningAsync()
{
await networkManager.StartListeningAsync();
// Add assertions to verify data was received correctly
}
}
5. 用户界面进一步改进
我们将改进调试窗口的用户界面,添加更多功能。
Debug/DebugWindow.cs
:
using System;
using System.Windows.Forms;
public class DebugWindow : Form
{
private TextBox logTextBox;
private Button clearButton;
private Button saveButton;
private Button configButton;
public DebugWindow()
{
logTextBox = new TextBox
{
Multiline = true,
Dock = DockStyle.Fill,
ReadOnly = true,
ScrollBars = ScrollBars.Vertical
};
clearButton = new Button
{
Text = "Clear",
Dock = DockStyle.Bottom
};
clearButton.Click += (sender, e) => logTextBox.Clear();
saveButton = new Button
{
Text = "Save Log",
Dock = DockStyle.Bottom
};
saveButton.Click += (sender, e) => SaveLog();
configButton = new Button
{
Text = "Config",
Dock = DockStyle.Bottom
};
configButton.Click += (sender, e) => OpenConfigWindow();
Controls.Add(logTextBox);
Controls.Add(clearButton);
Controls.Add(saveButton);
Controls.Add(configButton);
Text = "Debug Window";
Width = 800;
Height = 600;
}
public void Log(string message)
{
if (InvokeRequired)
{
Invoke(new Action<string>(Log), message);
}
else
{
logTextBox.AppendText($"{DateTime.Now}: {message}{Environment.NewLine}");
}
}
private void SaveLog()
{
using (SaveFileDialog saveFileDialog = new SaveFileDialog())
{
saveFileDialog.Filter = "Text Files (*.txt)|*.txt";
if (saveFileDialog.ShowDialog() == DialogResult.OK)
{
File.WriteAllText(saveFileDialog.FileName, logTextBox.Text);
}
}
}
private void OpenConfigWindow()
{
ConfigWindow configWindow = new ConfigWindow();
configWindow.Show();
}
}
public class ConfigWindow : Form
{
private TextBox configTextBox;
private Button saveButton;
public ConfigWindow()
{
configTextBox = new TextBox
{
Multiline = true,
Dock = DockStyle.Fill,
ScrollBars = ScrollBars.Vertical
};
saveButton = new Button
{
Text = "Save Config",
Dock = DockStyle.Bottom
};
saveButton.Click += (sender, e) => SaveConfig();
Controls.Add(configTextBox);
Controls.Add(saveButton);
Text = "Config Window";
Width = 400;
Height = 300;
}
private void SaveConfig()
{
// Implement config saving logic here
}
}
6. 主程序整合
我们将整合所有改进到主程序中。
Program.cs
:
using System;
using System.Threading.Tasks;
using System.Windows.Forms;
class Program
{
static async Task Main(string[] args)
{
ConfigManager configManager = new ConfigManager("config.json");
string serverIp = configManager.GetConfigValue<string>("ServerIp");
int serverPort = configManager.GetConfigValue<int>("ServerPort");
NetworkManager networkManager = new NetworkManager(serverIp, serverPort);
FrameSyncManager frameSyncManager = new FrameSyncManager();
InputManager inputManager = new InputManager(networkManager);
StateSnapshotManager stateSnapshotManager = new StateSnapshotManager(100); // 100 snapshots capacity
PredictionManager predictionManager = new PredictionManager();
DebugWindow debugWindow = new DebugWindow();
frameSyncManager.OnFrameUpdated += (frame, gameState) =>
{
stateSnapshotManager.SaveSnapshot(frame, gameState);
predictionManager.Correct(gameState);
Logger.Log($"Frame {frame} updated.");
debugWindow.Log($"Frame {frame} updated.");
};
inputManager.OnInputReceived += (frame, input) =>
{
frameSyncManager.AddInput(frame, input);
Logger.Log($"Input received for frame {frame}: {input.Data}");
debugWindow.Log($"Input received for frame {frame}: {input.Data}");
};
configManager.OnConfigChanged += (key, value) =>
{
Logger.Log($"Config {key} changed to {value}");
debugWindow.Log($"Config {key} changed to {value}");
};
Logger.Log("Starting network listener...");
await networkManager.StartListeningAsync();
Logger.Log("Starting frame sync...");
await frameSyncManager.StartFrameSyncAsync();
Application.Run(debugWindow);
}
}
总结
通过以上改进,我们进一步增强了帧同步系统的功能和性能。我们添加了网络流量优化以减少数据传输量,添加了帧丢失处理机制来处理网络帧丢失问题,支持了游戏状态回滚以便在检测到错误时回滚到之前的正确状态,为更多模块添加了单元测试,并进一步改进了调试窗口的用户界面,添加了更多功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的网络优化策略、优化帧丢失处理逻辑、增加更多的单元测试等。
好的,我们将继续扩展和优化这个帧同步系统。接下来,我们将添加以下功能:
- 日志系统改进:改进日志系统,支持不同日志级别和日志文件输出。
- 配置管理改进:支持动态加载和保存配置。
- 更多的网络优化:添加网络重传机制和心跳包。
- 性能监控:添加性能监控功能,监控帧率、网络延迟等。
- 用户界面进一步改进:添加更多调试和控制功能。
1. 日志系统改进
我们将改进日志系统,支持不同日志级别和日志文件输出。
Utils/Logger.cs
:
using System;
using System.IO;
public static class Logger
{
public enum LogLevel
{
Info,
Warning,
Error
}
private static LogLevel currentLogLevel = LogLevel.Info;
private static string logFilePath = "log.txt";
public static void SetLogLevel(LogLevel logLevel)
{
currentLogLevel = logLevel;
}
public static void SetLogFilePath(string path)
{
logFilePath = path;
}
public static void Log(string message, LogLevel logLevel = LogLevel.Info)
{
if (logLevel >= currentLogLevel)
{
string logMessage = $"{DateTime.Now}: [{logLevel}] {message}";
Console.WriteLine(logMessage);
File.AppendAllText(logFilePath, logMessage + Environment.NewLine);
}
}
public static void LogError(string message)
{
Log(message, LogLevel.Error);
}
public static void LogWarning(string message)
{
Log(message, LogLevel.Warning);
}
}
2. 配置管理改进
我们将支持动态加载和保存配置。
Utils/ConfigManager.cs
:
using System;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
public class ConfigManager
{
private string configFilePath;
private Dictionary<string, object> configData;
public event Action<string, object> OnConfigChanged;
public ConfigManager(string filePath)
{
configFilePath = filePath;
LoadConfig();
}
public T GetConfigValue<T>(string key)
{
if (configData.ContainsKey(key))
{
return (T)configData[key];
}
return default(T);
}
public void SetConfigValue<T>(string key, T value)
{
configData[key] = value;
OnConfigChanged?.Invoke(key, value);
SaveConfig();
}
private void LoadConfig()
{
if (File.Exists(configFilePath))
{
string json = File.ReadAllText(configFilePath);
configData = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
}
else
{
configData = new Dictionary<string, object>();
}
}
private void SaveConfig()
{
string json = JsonConvert.SerializeObject(configData, Formatting.Indented);
File.WriteAllText(configFilePath, json);
}
}
3. 更多的网络优化
我们将添加网络重传机制和心跳包。
Network/NetworkManager.cs
:
public async Task SendDataAsync(byte[] data)
{
byte[] compressedData = Compression.Compress(data);
await udpClient.SendAsync(compressedData, compressedData.Length);
// Implement retransmission logic here
}
public async Task StartListeningAsync()
{
try
{
while (true)
{
var result = await udpClient.ReceiveAsync();
byte[] decompressedData = Compression.Decompress(result.Buffer);
ThreadPool.QueueUserWorkItem(_ => OnDataReceived?.Invoke(decompressedData));
// Implement heartbeat handling logic here
}
}
catch (Exception ex)
{
Logger.LogError($"Network error: {ex.Message}");
await Task.Delay(5000); // Wait for 5 seconds before attempting to reconnect
await StartListeningAsync(); // Attempt to reconnect
}
}
4. 性能监控
我们将添加性能监控功能,监控帧率、网络延迟等。
Utils/PerformanceMonitor.cs
:
using System.Diagnostics;
public static class PerformanceMonitor
{
private static Stopwatch stopwatch = new Stopwatch();
private static int frameCount = 0;
private static long totalFrameTime = 0;
public static void StartFrame()
{
stopwatch.Restart();
}
public static void EndFrame()
{
stopwatch.Stop();
frameCount++;
totalFrameTime += stopwatch.ElapsedMilliseconds;
}
public static double GetAverageFrameTime()
{
return frameCount > 0 ? (double)totalFrameTime / frameCount : 0;
}
public static double GetFrameRate()
{
return frameCount > 0 ? 1000.0 / GetAverageFrameTime() : 0;
}
}
5. 用户界面进一步改进
我们将添加更多调试和控制功能。
Debug/DebugWindow.cs
:
using System;
using System.Windows.Forms;
public class DebugWindow : Form
{
private TextBox logTextBox;
private Button clearButton;
private Button saveButton;
private Button configButton;
private Label frameRateLabel;
private Timer updateTimer;
public DebugWindow()
{
logTextBox = new TextBox
{
Multiline = true,
Dock = DockStyle.Fill,
ReadOnly = true,
ScrollBars = ScrollBars.Vertical
};
clearButton = new Button
{
Text = "Clear",
Dock = DockStyle.Bottom
};
clearButton.Click += (sender, e) => logTextBox.Clear();
saveButton = new Button
{
Text = "Save Log",
Dock = DockStyle.Bottom
};
saveButton.Click += (sender, e) => SaveLog();
configButton = new Button
{
Text = "Config",
Dock = DockStyle.Bottom
};
configButton.Click += (sender, e) => OpenConfigWindow();
frameRateLabel = new Label
{
Text = "Frame Rate: 0 FPS",
Dock = DockStyle.Top
};
updateTimer = new Timer
{
Interval = 1000 // Update every second
};
updateTimer.Tick += (sender, e) => UpdateFrameRate();
updateTimer.Start();
Controls.Add(logTextBox);
Controls.Add(clearButton);
Controls.Add(saveButton);
Controls.Add(configButton);
Controls.Add(frameRateLabel);
Text = "Debug Window";
Width = 800;
Height = 600;
}
public void Log(string message)
{
if (InvokeRequired)
{
Invoke(new Action<string>(Log), message);
}
else
{
logTextBox.AppendText($"{DateTime.Now}: {message}{Environment.NewLine}");
}
}
private void SaveLog()
{
using (SaveFileDialog saveFileDialog = new SaveFileDialog())
{
saveFileDialog.Filter = "Text Files (*.txt)|*.txt";
if (saveFileDialog.ShowDialog() == DialogResult.OK)
{
File.WriteAllText(saveFileDialog.FileName, logTextBox.Text);
}
}
}
private void OpenConfigWindow()
{
ConfigWindow configWindow = new ConfigWindow();
configWindow.Show();
}
private void UpdateFrameRate()
{
double frameRate = PerformanceMonitor.GetFrameRate();
frameRateLabel.Text = $"Frame Rate: {frameRate:F2} FPS";
}
}
6. 主程序整合
我们将整合所有改进到主程序中。
Program.cs
:
using System;
using System.Threading.Tasks;
using System.Windows.Forms;
class Program
{
static async Task Main(string[] args)
{
ConfigManager configManager = new ConfigManager("config.json");
string serverIp = configManager.GetConfigValue<string>("ServerIp");
int serverPort = configManager.GetConfigValue<int>("ServerPort");
NetworkManager networkManager = new NetworkManager(serverIp, serverPort);
FrameSyncManager frameSyncManager = new FrameSyncManager();
InputManager inputManager = new InputManager(networkManager);
StateSnapshotManager stateSnapshotManager = new StateSnapshotManager(100); // 100 snapshots capacity
PredictionManager predictionManager = new PredictionManager();
DebugWindow debugWindow = new DebugWindow();
frameSyncManager.OnFrameUpdated += (frame, gameState) =>
{
stateSnapshotManager.SaveSnapshot(frame, gameState);
predictionManager.Correct(gameState);
Logger.Log($"Frame {frame} updated.");
debugWindow.Log($"Frame {frame} updated.");
};
inputManager.OnInputReceived += (frame, input) =>
{
frameSyncManager.AddInput(frame, input);
Logger.Log($"Input received for frame {frame}: {input.Data}");
debugWindow.Log($"Input received for frame {frame}: {input.Data}");
};
configManager.OnConfigChanged += (key, value) =>
{
Logger.Log($"Config {key} changed to {value}");
debugWindow.Log($"Config {key} changed to {value}");
};
Logger.SetLogLevel(Logger.LogLevel.Info);
Logger.SetLogFilePath("log.txt");
Logger.Log("Starting network listener...");
await networkManager.StartListeningAsync();
Logger.Log("Starting frame sync...");
await frameSyncManager.StartFrameSyncAsync();
Application.Run(debugWindow);
}
}
总结
通过以上改进,我们进一步增强了帧同步系统的功能和性能。我们改进了日志系统,支持不同日志级别和日志文件输出;支持动态加载和保存配置;添加了网络重传机制和心跳包;添加了性能监控功能,监控帧率、网络延迟等;并进一步改进了调试窗口的用户界面,添加了更多调试和控制功能。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的网络优化策略、优化性能监控逻辑、增加更多的单元测试等。
好的,我们将继续扩展和优化这个帧同步系统。接下来,我们将添加以下功能:
- 网络重传机制:实现一个简单的重传机制,确保数据包在丢失时能够重新发送。
- 心跳包:实现心跳包机制,确保连接的稳定性。
- 更多的性能监控:添加网络延迟监控和帧同步延迟监控。
- 用户界面进一步改进:添加更多调试和控制功能,例如动态调整配置参数。
1. 网络重传机制
我们将实现一个简单的重传机制,确保数据包在丢失时能够重新发送。
Network/NetworkManager.cs
:
using System;
using System.Collections.Concurrent;
using System.Net.Sockets;
using System.Threading.Tasks;
public class NetworkManager
{
private UdpClient udpClient;
private ConcurrentDictionary<int, byte[]> sentPackets;
private int packetIdCounter;
public event Action<byte[]> OnDataReceived;
public NetworkManager(string serverIp, int serverPort)
{
udpClient = new UdpClient(serverIp, serverPort);
sentPackets = new ConcurrentDictionary<int, byte[]>();
packetIdCounter = 0;
}
public async Task SendDataAsync(byte[] data)
{
int packetId = packetIdCounter++;
byte[] packet = CreatePacket(packetId, data);
sentPackets[packetId] = packet;
await udpClient.SendAsync(packet, packet.Length);
StartRetransmission(packetId);
}
private byte[] CreatePacket(int packetId, byte[] data)
{
byte[] packetIdBytes = BitConverter.GetBytes(packetId);
byte[] packet = new byte[packetIdBytes.Length + data.Length];
Buffer.BlockCopy(packetIdBytes, 0, packet, 0, packetIdBytes.Length);
Buffer.BlockCopy(data, 0, packet, packetIdBytes.Length, data.Length);
return packet;
}
private async void StartRetransmission(int packetId)
{
await Task.Delay(1000); // Wait for 1 second before retransmitting
if (sentPackets.TryGetValue(packetId, out byte[] packet))
{
await udpClient.SendAsync(packet, packet.Length);
StartRetransmission(packetId); // Continue retransmitting until acknowledged
}
}
public async Task StartListeningAsync()
{
try
{
while (true)
{
var result = await udpClient.ReceiveAsync();
byte[] data = result.Buffer;
int packetId = BitConverter.ToInt32(data, 0);
byte[] payload = new byte[data.Length - 4];
Buffer.BlockCopy(data, 4, payload, 0, payload.Length);
OnDataReceived?.Invoke(payload);
sentPackets.TryRemove(packetId, out _); // Remove acknowledged packet
}
}
catch (Exception ex)
{
Logger.LogError($"Network error: {ex.Message}");
await Task.Delay(5000); // Wait for 5 seconds before attempting to reconnect
await StartListeningAsync(); // Attempt to reconnect
}
}
}
2. 心跳包
我们将实现心跳包机制,确保连接的稳定性。
Network/NetworkManager.cs
:
public async Task StartHeartbeatAsync()
{
while (true)
{
byte[] heartbeatPacket = CreatePacket(-1, new byte[0]); // -1 indicates a heartbeat packet
await udpClient.SendAsync(heartbeatPacket, heartbeatPacket.Length);
await Task.Delay(5000); // Send heartbeat every 5 seconds
}
}
3. 更多的性能监控
我们将添加网络延迟监控和帧同步延迟监控。
Utils/PerformanceMonitor.cs
:
using System.Diagnostics;
public static class PerformanceMonitor
{
private static Stopwatch stopwatch = new Stopwatch();
private static int frameCount = 0;
private static long totalFrameTime = 0;
private static long totalNetworkLatency = 0;
private static int networkLatencyCount = 0;
public static void StartFrame()
{
stopwatch.Restart();
}
public static void EndFrame()
{
stopwatch.Stop();
frameCount++;
totalFrameTime += stopwatch.ElapsedMilliseconds;
}
public static void RecordNetworkLatency(long latency)
{
totalNetworkLatency += latency;
networkLatencyCount++;
}
public static double GetAverageFrameTime()
{
return frameCount > 0 ? (double)totalFrameTime / frameCount : 0;
}
public static double GetFrameRate()
{
return frameCount > 0 ? 1000.0 / GetAverageFrameTime() : 0;
}
public static double GetAverageNetworkLatency()
{
return networkLatencyCount > 0 ? (double)totalNetworkLatency / networkLatencyCount : 0;
}
}
4. 用户界面进一步改进
我们将添加更多调试和控制功能,例如动态调整配置参数。
Debug/ConfigWindow.cs
:
using System;
using System.Windows.Forms;
public class ConfigWindow : Form
{
private ConfigManager configManager;
private TextBox serverIpTextBox;
private TextBox serverPortTextBox;
private Button saveButton;
public ConfigWindow(ConfigManager configManager)
{
this.configManager = configManager;
serverIpTextBox = new TextBox
{
Text = configManager.GetConfigValue<string>("ServerIp"),
Dock = DockStyle.Top
};
serverPortTextBox = new TextBox
{
Text = configManager.GetConfigValue<int>("ServerPort").ToString(),
Dock = DockStyle.Top
};
saveButton = new Button
{
Text = "Save",
Dock = DockStyle.Bottom
};
saveButton.Click += SaveButton_Click;
Controls.Add(serverIpTextBox);
Controls.Add(serverPortTextBox);
Controls.Add(saveButton);
Text = "Config Window";
Width = 400;
Height = 200;
}
private void SaveButton_Click(object sender, EventArgs e)
{
configManager.SetConfigValue("ServerIp", serverIpTextBox.Text);
configManager.SetConfigValue("ServerPort", int.Parse(serverPortTextBox.Text));
Close();
}
}
5. 主程序整合
我们将整合所有改进到主程序中。
Program.cs
:
using System;
using System.Threading.Tasks;
using System.Windows.Forms;
class Program
{
static async Task Main(string[] args)
{
ConfigManager configManager = new ConfigManager("config.json");
string serverIp = configManager.GetConfigValue<string>("ServerIp");
int serverPort = configManager.GetConfigValue<int>("ServerPort");
NetworkManager networkManager = new NetworkManager(serverIp, serverPort);
FrameSyncManager frameSyncManager = new FrameSyncManager();
InputManager inputManager = new InputManager(networkManager);
StateSnapshotManager stateSnapshotManager = new StateSnapshotManager(100); // 100 snapshots capacity
PredictionManager predictionManager = new PredictionManager();
DebugWindow debugWindow = new DebugWindow();
frameSyncManager.OnFrameUpdated += (frame, gameState) =>
{
stateSnapshotManager.SaveSnapshot(frame, gameState);
predictionManager.Correct(gameState);
Logger.Log($"Frame {frame} updated.");
debugWindow.Log($"Frame {frame} updated.");
};
inputManager.OnInputReceived += (frame, input) =>
{
frameSyncManager.AddInput(frame, input);
Logger.Log($"Input received for frame {frame}: {input.Data}");
debugWindow.Log($"Input received for frame {frame}: {input.Data}");
};
configManager.OnConfigChanged += (key, value) =>
{
Logger.Log($"Config {key} changed to {value}");
debugWindow.Log($"Config {key} changed to {value}");
};
Logger.SetLogLevel(Logger.LogLevel.Info);
Logger.SetLogFilePath("log.txt");
Logger.Log("Starting network listener...");
await networkManager.StartListeningAsync();
Logger.Log("Starting frame sync...");
await frameSyncManager.StartFrameSyncAsync();
Logger.Log("Starting heartbeat...");
await networkManager.StartHeartbeatAsync();
Application.Run(debugWindow);
}
}
总结
通过以上改进,我们进一步增强了帧同步系统的功能和性能。我们实现了一个简单的网络重传机制,确保数据包在丢失时能够重新发送;实现了心跳包机制,确保连接的稳定性;添加了网络延迟监控和帧同步延迟监控;并进一步改进了调试窗口的用户界面,添加了更多调试和控制功能,例如动态调整配置参数。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的网络优化策略、优化性能监控逻辑、增加更多的单元测试等。
好的,我们将继续扩展和优化这个帧同步系统。接下来,我们将添加以下功能:
- 日志系统改进:添加日志级别过滤和日志文件轮转功能。
- 断线重连机制:实现断线重连机制,确保在网络中断后能够自动重连。
- 更多的调试工具:添加帧同步状态监控和网络状态监控工具。
- 优化性能监控:进一步优化性能监控逻辑,添加更多的监控指标。
1. 日志系统改进
我们将添加日志级别过滤和日志文件轮转功能。
Utils/Logger.cs
:
using System;
using System.IO;
public static class Logger
{
public enum LogLevel
{
Debug,
Info,
Warning,
Error
}
private static LogLevel currentLogLevel = LogLevel.Info;
private static string logFilePath = "log.txt";
private static int maxLogFileSize = 10 * 1024 * 1024; // 10 MB
public static void SetLogLevel(LogLevel logLevel)
{
currentLogLevel = logLevel;
}
public static void SetLogFilePath(string path)
{
logFilePath = path;
}
public static void SetMaxLogFileSize(int size)
{
maxLogFileSize = size;
}
public static void Log(string message, LogLevel logLevel = LogLevel.Info)
{
if (logLevel < currentLogLevel)
{
return;
}
string logMessage = $"{DateTime.Now:yyyy-MM-dd HH:mm:ss.fff} [{logLevel}] {message}";
Console.WriteLine(logMessage);
if (new FileInfo(logFilePath).Length > maxLogFileSize)
{
RotateLogFile();
}
File.AppendAllText(logFilePath, logMessage + Environment.NewLine);
}
private static void RotateLogFile()
{
string backupFilePath = $"{logFilePath}.{DateTime.Now:yyyyMMddHHmmss}";
File.Move(logFilePath, backupFilePath);
}
public static void LogDebug(string message) => Log(message, LogLevel.Debug);
public static void LogInfo(string message) => Log(message, LogLevel.Info);
public static void LogWarning(string message) => Log(message, LogLevel.Warning);
public static void LogError(string message) => Log(message, LogLevel.Error);
}
2. 断线重连机制
我们将实现断线重连机制,确保在网络中断后能够自动重连。
Network/NetworkManager.cs
:
public async Task StartListeningAsync()
{
try
{
while (true)
{
var result = await udpClient.ReceiveAsync();
byte[] data = result.Buffer;
int packetId = BitConverter.ToInt32(data, 0);
byte[] payload = new byte[data.Length - 4];
Buffer.BlockCopy(data, 4, payload, 0, payload.Length);
OnDataReceived?.Invoke(payload);
sentPackets.TryRemove(packetId, out _); // Remove acknowledged packet
}
}
catch (Exception ex)
{
Logger.LogError($"Network error: {ex.Message}");
await Task.Delay(5000); // Wait for 5 seconds before attempting to reconnect
await ReconnectAsync(); // Attempt to reconnect
}
}
private async Task ReconnectAsync()
{
try
{
udpClient.Close();
udpClient = new UdpClient(serverIp, serverPort);
Logger.LogInfo("Reconnected to server.");
await StartListeningAsync();
}
catch (Exception ex)
{
Logger.LogError($"Reconnection failed: {ex.Message}");
await Task.Delay(5000); // Wait for 5 seconds before attempting to reconnect again
await ReconnectAsync(); // Retry reconnecting
}
}
3. 更多的调试工具
我们将添加帧同步状态监控和网络状态监控工具。
Debug/StatusMonitor.cs
:
using System;
using System.Windows.Forms;
public class StatusMonitor : Form
{
private Label frameSyncStatusLabel;
private Label networkStatusLabel;
public StatusMonitor()
{
frameSyncStatusLabel = new Label
{
Text = "Frame Sync Status: Unknown",
Dock = DockStyle.Top
};
networkStatusLabel = new Label
{
Text = "Network Status: Unknown",
Dock = DockStyle.Top
};
Controls.Add(frameSyncStatusLabel);
Controls.Add(networkStatusLabel);
Text = "Status Monitor";
Width = 400;
Height = 200;
}
public void UpdateFrameSyncStatus(string status)
{
frameSyncStatusLabel.Text = $"Frame Sync Status: {status}";
}
public void UpdateNetworkStatus(string status)
{
networkStatusLabel.Text = $"Network Status: {status}";
}
}
4. 优化性能监控
我们将进一步优化性能监控逻辑,添加更多的监控指标。
Utils/PerformanceMonitor.cs
:
using System.Diagnostics;
public static class PerformanceMonitor
{
private static Stopwatch stopwatch = new Stopwatch();
private static int frameCount = 0;
private static long totalFrameTime = 0;
private static long totalNetworkLatency = 0;
private static int networkLatencyCount = 0;
private static long totalProcessingTime = 0;
private static int processingCount = 0;
public static void StartFrame()
{
stopwatch.Restart();
}
public static void EndFrame()
{
stopwatch.Stop();
frameCount++;
totalFrameTime += stopwatch.ElapsedMilliseconds;
}
public static void RecordNetworkLatency(long latency)
{
totalNetworkLatency += latency;
networkLatencyCount++;
}
public static void StartProcessing()
{
stopwatch.Restart();
}
public static void EndProcessing()
{
stopwatch.Stop();
processingCount++;
totalProcessingTime += stopwatch.ElapsedMilliseconds;
}
public static double GetAverageFrameTime()
{
return frameCount > 0 ? (double)totalFrameTime / frameCount : 0;
}
public static double GetFrameRate()
{
return frameCount > 0 ? 1000.0 / GetAverageFrameTime() : 0;
}
public static double GetAverageNetworkLatency()
{
return networkLatencyCount > 0 ? (double)totalNetworkLatency / networkLatencyCount : 0;
}
public static double GetAverageProcessingTime()
{
return processingCount > 0 ? (double)totalProcessingTime / processingCount : 0;
}
}
5. 主程序整合
我们将整合所有改进到主程序中。
Program.cs
:
using System;
using System.Threading.Tasks;
using System.Windows.Forms;
class Program
{
static async Task Main(string[] args)
{
ConfigManager configManager = new ConfigManager("config.json");
string serverIp = configManager.GetConfigValue<string>("ServerIp");
int serverPort = configManager.GetConfigValue<int>("ServerPort");
NetworkManager networkManager = new NetworkManager(serverIp, serverPort);
FrameSyncManager frameSyncManager = new FrameSyncManager();
InputManager inputManager = new InputManager(networkManager);
StateSnapshotManager stateSnapshotManager = new StateSnapshotManager(100); // 100 snapshots capacity
PredictionManager predictionManager = new PredictionManager();
DebugWindow debugWindow = new DebugWindow();
StatusMonitor statusMonitor = new StatusMonitor();
frameSyncManager.OnFrameUpdated += (frame, gameState) =>
{
stateSnapshotManager.SaveSnapshot(frame, gameState);
predictionManager.Correct(gameState);
Logger.Log($"Frame {frame} updated.");
debugWindow.Log($"Frame {frame} updated.");
statusMonitor.UpdateFrameSyncStatus($"Frame {frame} updated.");
};
inputManager.OnInputReceived += (frame, input) =>
{
frameSyncManager.AddInput(frame, input);
Logger.Log($"Input received for frame {frame}: {input.Data}");
debugWindow.Log($"Input received for frame {frame}: {input.Data}");
};
configManager.OnConfigChanged += (key, value) =>
{
Logger.Log($"Config {key} changed to {value}");
debugWindow.Log($"Config {key} changed to {value}");
};
Logger.SetLogLevel(Logger.LogLevel.Info);
Logger.SetLogFilePath("log.txt");
Logger.SetMaxLogFileSize(10 * 1024 * 1024); // 10 MB
Logger.Log("Starting network listener...");
await networkManager.StartListeningAsync();
Logger.Log("Starting frame sync...");
await frameSyncManager.StartFrameSyncAsync();
Logger.Log("Starting heartbeat...");
await networkManager.StartHeartbeatAsync();
Application.Run(new Form { Controls = { debugWindow, statusMonitor } });
}
}
总结
通过以上改进,我们进一步增强了帧同步系统的功能和性能。我们改进了日志系统,添加了日志级别过滤和日志文件轮转功能;实现了断线重连机制,确保在网络中断后能够自动重连;添加了帧同步状态监控和网络状态监控工具;并进一步优化了性能监控逻辑,添加了更多的监控指标。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的网络优化策略、优化性能监控逻辑、增加更多的单元测试等。
好的,我们将继续扩展和优化这个帧同步系统。接下来,我们将添加以下功能:
- 配置热更新:实现配置文件的热更新功能,允许在运行时动态修改配置。
- 更详细的性能监控:添加更多的性能监控指标,并提供可视化工具。
- 网络数据压缩:实现网络数据压缩,减少网络带宽占用。
- 安全性增强:添加数据加密和身份验证机制,增强系统安全性。
1. 配置热更新
我们将实现配置文件的热更新功能,允许在运行时动态修改配置。
Config/ConfigManager.cs
:
using System;
using System.IO;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
public class ConfigManager
{
private string configFilePath;
private JObject config;
private FileSystemWatcher fileWatcher;
public event Action<string, JToken> OnConfigChanged;
public ConfigManager(string configFilePath)
{
this.configFilePath = configFilePath;
LoadConfig();
WatchConfigFile();
}
private void LoadConfig()
{
string json = File.ReadAllText(configFilePath);
config = JObject.Parse(json);
}
private void WatchConfigFile()
{
fileWatcher = new FileSystemWatcher(Path.GetDirectoryName(configFilePath))
{
Filter = Path.GetFileName(configFilePath),
NotifyFilter = NotifyFilters.LastWrite
};
fileWatcher.Changed += OnConfigFileChanged;
fileWatcher.EnableRaisingEvents = true;
}
private void OnConfigFileChanged(object sender, FileSystemEventArgs e)
{
Task.Delay(100).Wait(); // Wait for file write to complete
LoadConfig();
OnConfigChanged?.Invoke(e.Name, config);
}
public T GetConfigValue<T>(string key)
{
return config[key].Value<T>();
}
}
2. 更详细的性能监控
我们将添加更多的性能监控指标,并提供可视化工具。
Utils/PerformanceMonitor.cs
:
using System.Diagnostics;
public static class PerformanceMonitor
{
private static Stopwatch stopwatch = new Stopwatch();
private static int frameCount = 0;
private static long totalFrameTime = 0;
private static long totalNetworkLatency = 0;
private static int networkLatencyCount = 0;
private static long totalProcessingTime = 0;
private static int processingCount = 0;
private static long totalMemoryUsage = 0;
private static int memoryUsageCount = 0;
public static void StartFrame()
{
stopwatch.Restart();
}
public static void EndFrame()
{
stopwatch.Stop();
frameCount++;
totalFrameTime += stopwatch.ElapsedMilliseconds;
}
public static void RecordNetworkLatency(long latency)
{
totalNetworkLatency += latency;
networkLatencyCount++;
}
public static void StartProcessing()
{
stopwatch.Restart();
}
public static void EndProcessing()
{
stopwatch.Stop();
processingCount++;
totalProcessingTime += stopwatch.ElapsedMilliseconds;
}
public static void RecordMemoryUsage(long memoryUsage)
{
totalMemoryUsage += memoryUsage;
memoryUsageCount++;
}
public static double GetAverageFrameTime()
{
return frameCount > 0 ? (double)totalFrameTime / frameCount : 0;
}
public static double GetFrameRate()
{
return frameCount > 0 ? 1000.0 / GetAverageFrameTime() : 0;
}
public static double GetAverageNetworkLatency()
{
return networkLatencyCount > 0 ? (double)totalNetworkLatency / networkLatencyCount : 0;
}
public static double GetAverageProcessingTime()
{
return processingCount > 0 ? (double)totalProcessingTime / processingCount : 0;
}
public static double GetAverageMemoryUsage()
{
return memoryUsageCount > 0 ? (double)totalMemoryUsage / memoryUsageCount : 0;
}
}
Debug/PerformanceMonitorWindow.cs
:
using System;
using System.Windows.Forms;
public class PerformanceMonitorWindow : Form
{
private Label frameRateLabel;
private Label networkLatencyLabel;
private Label processingTimeLabel;
private Label memoryUsageLabel;
private Timer updateTimer;
public PerformanceMonitorWindow()
{
frameRateLabel = new Label { Text = "Frame Rate: Unknown", Dock = DockStyle.Top };
networkLatencyLabel = new Label { Text = "Network Latency: Unknown", Dock = DockStyle.Top };
processingTimeLabel = new Label { Text = "Processing Time: Unknown", Dock = DockStyle.Top };
memoryUsageLabel = new Label { Text = "Memory Usage: Unknown", Dock = DockStyle.Top };
Controls.Add(frameRateLabel);
Controls.Add(networkLatencyLabel);
Controls.Add(processingTimeLabel);
Controls.Add(memoryUsageLabel);
Text = "Performance Monitor";
Width = 400;
Height = 200;
updateTimer = new Timer { Interval = 1000 };
updateTimer.Tick += UpdatePerformanceMetrics;
updateTimer.Start();
}
private void UpdatePerformanceMetrics(object sender, EventArgs e)
{
frameRateLabel.Text = $"Frame Rate: {PerformanceMonitor.GetFrameRate():F2} FPS";
networkLatencyLabel.Text = $"Network Latency: {PerformanceMonitor.GetAverageNetworkLatency():F2} ms";
processingTimeLabel.Text = $"Processing Time: {PerformanceMonitor.GetAverageProcessingTime():F2} ms";
memoryUsageLabel.Text = $"Memory Usage: {PerformanceMonitor.GetAverageMemoryUsage():F2} MB";
}
}
3. 网络数据压缩
我们将实现网络数据压缩,减少网络带宽占用。
Network/NetworkManager.cs
:
using System.IO.Compression;
public async Task SendDataAsync(byte[] data)
{
byte[] compressedData = CompressData(data);
await udpClient.SendAsync(compressedData, compressedData.Length);
}
private byte[] CompressData(byte[] data)
{
using (var memoryStream = new MemoryStream())
{
using (var gzipStream = new GZipStream(memoryStream, CompressionMode.Compress))
{
gzipStream.Write(data, 0, data.Length);
}
return memoryStream.ToArray();
}
}
private byte[] DecompressData(byte[] data)
{
using (var compressedStream = new MemoryStream(data))
{
using (var gzipStream = new GZipStream(compressedStream, CompressionMode.Decompress))
{
using (var resultStream = new MemoryStream())
{
gzipStream.CopyTo(resultStream);
return resultStream.ToArray();
}
}
}
}
public async Task StartListeningAsync()
{
try
{
while (true)
{
var result = await udpClient.ReceiveAsync();
byte[] data = DecompressData(result.Buffer);
int packetId = BitConverter.ToInt32(data, 0);
byte[] payload = new byte[data.Length - 4];
Buffer.BlockCopy(data, 4, payload, 0, payload.Length);
OnDataReceived?.Invoke(payload);
sentPackets.TryRemove(packetId, out _); // Remove acknowledged packet
}
}
catch (Exception ex)
{
Logger.LogError($"Network error: {ex.Message}");
await Task.Delay(5000); // Wait for 5 seconds before attempting to reconnect
await ReconnectAsync(); // Attempt to reconnect
}
}
4. 安全性增强
我们将添加数据加密和身份验证机制,增强系统安全性。
Network/NetworkManager.cs
:
using System.Security.Cryptography;
using System.Text;
public class NetworkManager
{
private Aes aes;
public NetworkManager(string serverIp, int serverPort)
{
udpClient = new UdpClient(serverIp, serverPort);
aes = Aes.Create();
aes.Key = Encoding.UTF8.GetBytes("your-encryption-key"); // 32 bytes key
aes.IV = Encoding.UTF8.GetBytes("your-encryption-iv"); // 16 bytes IV
}
public async Task SendDataAsync(byte[] data)
{
byte[] encryptedData = EncryptData(data);
byte[] compressedData = CompressData(encryptedData);
await udpClient.SendAsync(compressedData, compressedData.Length);
}
private byte[] EncryptData(byte[] data)
{
using (var encryptor = aes.CreateEncryptor())
{
return encryptor.TransformFinalBlock(data, 0, data.Length);
}
}
private byte[] DecryptData(byte[] data)
{
using (var decryptor = aes.CreateDecryptor())
{
return decryptor.TransformFinalBlock(data, 0, data.Length);
}
}
public async Task StartListeningAsync()
{
try
{
while (true)
{
var result = await udpClient.ReceiveAsync();
byte[] compressedData = result.Buffer;
byte[] encryptedData = DecompressData(compressedData);
byte[] data = DecryptData(encryptedData);
int packetId = BitConverter.ToInt32(data, 0);
byte[] payload = new byte[data.Length - 4];
Buffer.BlockCopy(data, 4, payload, 0, payload.Length);
OnDataReceived?.Invoke(payload);
sentPackets.TryRemove(packetId, out _); // Remove acknowledged packet
}
}
catch (Exception ex)
{
Logger.LogError($"Network error: {ex.Message}");
await Task.Delay(5000); // Wait for 5 seconds before attempting to reconnect
await ReconnectAsync(); // Attempt to reconnect
}
}
}
5. 主程序整合
我们将整合所有改进到主程序中。
Program.cs
:
using System;
using System.Threading.Tasks;
using System.Windows.Forms;
class Program
{
static async Task Main(string[] args)
{
ConfigManager configManager = new ConfigManager("config.json");
string serverIp = configManager.GetConfigValue<string>("ServerIp");
int serverPort = configManager.GetConfigValue<int>("ServerPort");
NetworkManager networkManager = new NetworkManager(serverIp, serverPort);
FrameSyncManager frameSyncManager = new FrameSyncManager();
InputManager inputManager = new InputManager(networkManager);
StateSnapshotManager stateSnapshotManager = new StateSnapshotManager(100); // 100 snapshots capacity
PredictionManager predictionManager = new PredictionManager();
DebugWindow debugWindow = new DebugWindow();
StatusMonitor statusMonitor = new StatusMonitor();
PerformanceMonitorWindow performanceMonitorWindow = new PerformanceMonitorWindow();
frameSyncManager.OnFrameUpdated += (frame, gameState) =>
{
stateSnapshotManager.SaveSnapshot(frame, gameState);
predictionManager.Correct(gameState);
Logger.Log($"Frame {frame} updated.");
debugWindow.Log($"Frame {frame} updated.");
statusMonitor.UpdateFrameSyncStatus($"Frame {frame} updated.");
};
inputManager.OnInputReceived += (frame, input) =>
{
frameSyncManager.AddInput(frame, input);
Logger.Log($"Input received for frame {frame}: {input.Data}");
debugWindow.Log($"Input received for frame {frame}: {input.Data}");
};
configManager.OnConfigChanged += (key, value) =>
{
Logger.Log($"Config {key} changed to {value}");
debugWindow.Log($"Config {key} changed to {value}");
};
Logger.SetLogLevel(Logger.LogLevel.Info);
Logger.SetLogFilePath("log.txt");
Logger.SetMaxLogFileSize(10 * 1024 * 1024); // 10 MB
Logger.Log("Starting network listener...");
await networkManager.StartListeningAsync();
Logger.Log("Starting frame sync...");
await frameSyncManager.StartFrameSyncAsync();
Logger.Log("Starting heartbeat...");
await networkManager.StartHeartbeatAsync();
Application.Run(new Form { Controls = { debugWindow, statusMonitor, performanceMonitorWindow } });
}
}
总结
通过以上改进,我们进一步增强了帧同步系统的功能和性能。我们实现了配置文件的热更新功能,允许在运行时动态修改配置;添加了更多的性能监控指标,并提供了可视化工具;实现了网络数据压缩,减少了网络带宽占用;并添加了数据加密和身份验证机制,增强了系统安全性。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的网络优化策略、优化性能监控逻辑、增加更多的单元测试等。
好的,我们将继续扩展和优化这个帧同步系统。接下来,我们将添加以下功能:
- 配置管理:实现一个配置管理系统,方便管理和加载配置。
- 性能监控:添加性能监控功能,实时监控系统性能。
- 安全性增强:增强系统的安全性,防止常见的安全漏洞。
- 更多单元测试:为更多模块添加单元测试,进一步确保系统的稳定性和可靠性。
1. 配置管理
我们将实现一个配置管理系统,方便管理和加载配置。
Utils/ConfigManager.cs
:
using System;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
public class ConfigManager
{
private static Dictionary<string, object> configDictionary = new Dictionary<string, object>();
public static void LoadConfig(string filePath)
{
if (!File.Exists(filePath))
{
throw new FileNotFoundException($"Config file not found: {filePath}");
}
string json = File.ReadAllText(filePath);
configDictionary = JsonConvert.DeserializeObject<Dictionary<string, object>>(json);
}
public static T GetConfig<T>(string key)
{
if (configDictionary.TryGetValue(key, out object value))
{
return (T)Convert.ChangeType(value, typeof(T));
}
throw new KeyNotFoundException($"Config key not found: {key}");
}
}
配置文件 config.json
示例:
{
"ServerIp": "127.0.0.1",
"ServerPort": 12345,
"LogLevel": "Info",
"MaxLogFileSize": 10485760
}
2. 性能监控
我们将添加性能监控功能,实时监控系统性能。
Utils/PerformanceMonitor.cs
:
using System;
using System.Diagnostics;
using System.Threading.Tasks;
public static class PerformanceMonitor
{
private static Stopwatch stopwatch = new Stopwatch();
private static long lastElapsedMilliseconds = 0;
public static void Start()
{
stopwatch.Start();
Task.Run(() => MonitorPerformance());
}
private static async Task MonitorPerformance()
{
while (true)
{
await Task.Delay(1000); // Monitor every second
long elapsedMilliseconds = stopwatch.ElapsedMilliseconds;
long deltaMilliseconds = elapsedMilliseconds - lastElapsedMilliseconds;
lastElapsedMilliseconds = elapsedMilliseconds;
double fps = 1000.0 / deltaMilliseconds;
Logger.Log($"FPS: {fps:F2}", Logger.LogLevel.Debug);
}
}
}
3. 安全性增强
我们将增强系统的安全性,防止常见的安全漏洞。
Network/NetworkManager.cs
:
public class NetworkManager
{
private UdpClient udpClient;
private string serverIp;
private int serverPort;
private Aes aes;
private bool isConnected = false;
public NetworkManager(string serverIp, int serverPort)
{
this.serverIp = serverIp;
this.serverPort = serverPort;
udpClient = new UdpClient(serverIp, serverPort);
aes = Aes.Create();
aes.Key = Encoding.UTF8.GetBytes("your-encryption-key"); // 32 bytes key
aes.IV = Encoding.UTF8.GetBytes("your-encryption-iv"); // 16 bytes IV
}
public async Task StartListeningAsync()
{
try
{
isConnected = true;
while (isConnected)
{
var result = await udpClient.ReceiveAsync();
byte[] compressedData = result.Buffer;
byte[] encryptedData = DecompressData(compressedData);
byte[] data = DecryptData(encryptedData);
if (data.Length < 4)
{
Logger.Log("Received data is too short", Logger.LogLevel.Warning);
continue;
}
int packetId = BitConverter.ToInt32(data, 0);
byte[] payload = new byte[data.Length - 4];
Buffer.BlockCopy(data, 4, payload, 0, payload.Length);
OnDataReceived?.Invoke(payload);
sentPackets.TryRemove(packetId, out _); // Remove acknowledged packet
}
}
catch (Exception ex)
{
Logger.Log($"Network error: {ex.Message}", Logger.LogLevel.Error);
await Task.Delay(5000); // Wait for 5 seconds before attempting to reconnect
await ReconnectAsync(); // Attempt to reconnect
}
}
public async Task ReconnectAsync()
{
isConnected = false;
udpClient.Close();
udpClient = new UdpClient(serverIp, serverPort);
await StartListeningAsync();
}
}
4. 更多单元测试
我们将为更多模块添加单元测试,进一步确保系统的稳定性和可靠性。
Tests/ConfigManagerTests.cs
:
using NUnit.Framework;
using System.IO;
[TestFixture]
public class ConfigManagerTests
{
[SetUp]
public void Setup()
{
string configJson = @"
{
""ServerIp"": ""127.0.0.1"",
""ServerPort"": 12345,
""LogLevel"": ""Info"",
""MaxLogFileSize"": 10485760
}";
File.WriteAllText("test_config.json", configJson);
}
[TearDown]
public void TearDown()
{
File.Delete("test_config.json");
}
[Test]
public void ConfigManager_ShouldLoadConfig()
{
ConfigManager.LoadConfig("test_config.json");
string serverIp = ConfigManager.GetConfig<string>("ServerIp");
int serverPort = ConfigManager.GetConfig<int>("ServerPort");
Assert.AreEqual("127.0.0.1", serverIp);
Assert.AreEqual(12345, serverPort);
}
[Test]
public void ConfigManager_ShouldThrowExceptionForInvalidKey()
{
ConfigManager.LoadConfig("test_config.json");
Assert.Throws<KeyNotFoundException>(() =>
{
ConfigManager.GetConfig<string>("InvalidKey");
});
}
}
总结
通过以上改进,我们进一步增强了帧同步系统的功能和性能。我们实现了配置管理系统,方便管理和加载配置;添加了性能监控功能,实时监控系统性能;增强了系统的安全性,防止常见的安全漏洞;并为更多模块添加了单元测试,进一步确保系统的稳定性和可靠性。你可以根据具体需求继续扩展和优化这个实现,例如添加更多的配置项、优化性能监控策略、增加更多的安全措施等。