打造一款商业化游戏帧同步系统

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:

  1. 网络通信:使用UDP进行低延迟通信。
  2. 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。
  3. 输入处理:收集和广播玩家输入。
  4. 状态快照:定期保存游戏状态以便于回滚和重同步。
  5. 预测和校正:客户端预测和服务器校正机制。
  6. 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:

  1. 日志记录:添加日志记录功能以便于调试和监控。
  2. 错误处理:添加错误处理机制以提高系统的稳定性。
  3. 性能优化:优化关键路径以提高系统性能。
  4. 更多输入类型:支持更多的输入类型。
  5. 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:

  1. 多线程处理:利用多线程提高系统性能。
  2. 延迟补偿:处理网络延迟问题。
  3. 断线重连:处理客户端断线和重连。
  4. 安全性:添加基本的安全措施。
  5. 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:

  1. 动态配置管理:支持动态更新配置。
  2. 高级日志管理:支持不同级别的日志记录和日志文件轮转。
  3. 性能监控:添加性能监控工具。
  4. 单元测试:为关键模块添加单元测试。
  5. 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:

  1. 网络流量优化:减少网络数据传输量。
  2. 帧丢失处理:处理网络帧丢失问题。
  3. 游戏状态回滚:支持游戏状态回滚。
  4. 更多单元测试:为更多模块添加单元测试。
  5. 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:

  1. 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。
  2. 配置管理改进:支持动态加载和保存配置。
  3. 更多的网络优化:添加网络重传机制和心跳包。
  4. 性能监控:添加性能监控功能,监控帧率、网络延迟等。
  5. 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:

  1. 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。
  2. 心跳包:实现心跳包机制,确保连接的稳定性。
  3. 更多的性能监控:添加网络延迟监控和帧同步延迟监控。
  4. 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:

  1. 日志系统改进:添加日志级别过滤和日志文件轮转功能。
  2. 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。
  3. 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。
  4. 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:

  1. 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。
  2. 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。
  3. 网络数据压缩:实现网络数据压缩,减少网络带宽占用。
  4. 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:

  1. 配置管理:实现一个配置管理系统,方便管理和加载配置。
  2. 性能监控:添加性能监控功能,实时监控系统性能。
  3. 安全性增强:增强系统的安全性,防止常见的安全漏洞。
  4. 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。

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