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using LogViewer.Utilities; using System; using System.Collections.Generic; using System.Configuration; using System.Data; using System.Linq; using System.Threading.Tasks; using System.Windows; namespace LogViewer { /// <summary> /// Interaction logic for App.xaml /// </summary> public partial class Ap...
AirSim/LogViewer/LogViewer/App.xaml.cs/0
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using System; using System.Collections.Generic; using System.Windows.Media; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; namespace LogViewer.Controls { /// <summary> /// This class provides some additional properties on Button that is handy for themeing custom but...
AirSim/LogViewer/LogViewer/Controls/CustomizableButton.cs/0
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using LogViewer.Controls; using LogViewer.Utilities; using Microsoft.Xml; using System; using System.Collections.Generic; using System.IO; using System.Threading; using System.Threading.Tasks; using System.Xml; using System.Xml.Linq; namespace LogViewer.Model { class CsvDataLog : IDataLog { DateTime s...
AirSim/LogViewer/LogViewer/Model/CsvDataLog.cs/0
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using LogViewer.Controls; using LogViewer.Model; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; namespace LogViewer.Utilities { // FMT FMT, 89, BBnNZ, Type,Length,Name,Format,Columns public class LogEntryFMT : LogEntry {...
AirSim/LogViewer/LogViewer/Utilities/Generated.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Microsoft.Networking.Mavlink { public interface IPort { // write to the port void Write(byte[] buffer, int count); void Write(string msg); // read a g...
AirSim/LogViewer/Networking/Mavlink/Port.cs/0
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<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <ItemGroup> <Filter Include="Source Files"> <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier> <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx...
AirSim/MavLinkCom/MavLinkTest/MavLinkTest.vcxproj.filters/0
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/* __ _____ _____ _____ __| | __| | | | JSON for Modern C++ | | |__ | | | | | | version 2.1.1 |_____|_____|_____|_|___| https://github.com/nlohmann/json Licensed under the MIT License <http://opensource.org/licenses/MIT>. Copyright (c) 2013-2017 Niels Lohmann <http://nlohmann.me>. Permission is...
AirSim/MavLinkCom/common_utils/json.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkVideoStream_hpp #define MavLinkCom_MavLinkVideoStream_hpp #include <vector> #include <memory> #include "MavLinkConnection.hpp" #include "MavLinkNode.hpp" #include <mutex> namespace mavlinkcom_imp...
AirSim/MavLinkCom/include/MavLinkVideoStream.hpp/0
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#include "AdHocConnection.hpp" #include "impl/AdHocConnectionImpl.hpp" using namespace mavlinkcom; using namespace mavlinkcom_impl; AdHocConnection::AdHocConnection() { pImpl.reset(new AdHocConnectionImpl()); } std::shared_ptr<AdHocConnection> AdHocConnection::connectLocalUdp(const std::string& nodeName, std::st...
AirSim/MavLinkCom/src/AdHocConnection.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "MavLinkFtpClientImpl.hpp" #include <mutex> #include "Utils.hpp" #include "FileSystem.hpp" #include <sys/stat.h> using namespace mavlink_utils; using namespace mavlinkcom; using namespace mavlinkcom_impl; using mi...
AirSim/MavLinkCom/src/impl/MavLinkFtpClientImpl.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "SerialPort.hpp" #ifdef _WIN32 #include <comdef.h> #include <Wbemidl.h> #include <string> #include "Windows.h" #include "Utils.hpp" #ifndef ONECORE #pragma comment(lib, "wbemuuid.lib") #endif class SerialPort::se...
AirSim/MavLinkCom/src/serial_com/SerialPort.cpp/0
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from .client import * from .utils import * from .types import * __version__ = "1.8.1"
AirSim/PythonClient/airsim/__init__.py/0
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#!/usr/bin/env python3 # -*- coding: utf-8 -*- import airsim import time import numpy as np # connect to the AirSim simulator client = airsim.CarClient() client.confirmConnection() client.enableApiControl(True) car_controls = airsim.CarControls() # set the controls for car car_controls.throttle = -0.5 car_controls.i...
AirSim/PythonClient/car/pause_test.py/0
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# In settings.json first activate computer vision mode: # https://github.com/Microsoft/AirSim/blob/main/docs/image_apis.md#computer-vision-mode import airsim import cv2 import numpy as np import setup_path client = airsim.VehicleClient() client.confirmConnection() airsim.wait_key('Press any key to set all object I...
AirSim/PythonClient/computer_vision/segmentation.py/0
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from numba.np.ufunc import parallel import numpy as np from types import SimpleNamespace from numba import njit, prange, set_num_threads EVENT_TYPE = np.dtype( [("timestamp", "f8"), ("x", "u2"), ("y", "u2"), ("polarity", "b")], align=True ) TOL = 0.5 MINIMUM_CONTRAST_THRESHOLD = 0.01 CONFIG = SimpleNamespace( ...
AirSim/PythonClient/eventcamera_sim/event_simulator.py/0
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import setup_path import airsim # this script moves the drone to a location, then rests it thousands of time # purpose of this script is to stress test reset API # connect to the AirSim simulator client = airsim.MultirotorClient() client.confirmConnection() client.enableApiControl(True) client.armDisarm(True) for...
AirSim/PythonClient/multirotor/drone_stress_test.py/0
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# use open cv to create point cloud from depth image. import setup_path import airsim import cv2 import time import sys import math import numpy as np ############################################ ########## This is work in progress! ####### ############################################ # file will be saved in Python...
AirSim/PythonClient/multirotor/point_cloud.py/0
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from airgym.envs.airsim_env import AirSimEnv from airgym.envs.car_env import AirSimCarEnv from airgym.envs.drone_env import AirSimDroneEnv
AirSim/PythonClient/reinforcement_learning/airgym/envs/__init__.py/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. // by Sudipta Sinha // adapted for AirSim by Matthias Mueller #ifndef sgm_stereo_h #define sgm_stereo_h #include "dsimage.h" class SGMStereo { private: void calculateDSI_sse(unsigned char* refImage, unsigned char* nbr...
AirSim/SGM/src/sgmstereo/sgmstereo.h/0
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#include "PInvokeWrapper.h" //Function pointers to hold the addresses of the functions that are defined in Unity bool (*SetPose)(AirSimPose pose, bool ignoreCollision, const char* vehicleName); AirSimPose (*GetPose)(const char* vehicleName); AirSimCollisionInfo (*GetCollisionInfo)(const char* vehicleName); AirSimRCDat...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/PInvokeWrapper.cpp/0
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#pragma once #include "sensors/SensorFactory.hpp" #include "../NedTransform.h" class UnitySensorFactory : public msr::airlib::SensorFactory { using AirSimSettings = msr::airlib::AirSimSettings; public: UnitySensorFactory(std::string vehicle_name, const NedTransform* ned_transform); void setActor(std::str...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/UnitySensors/UnitySensorFactory.h/0
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#include "MultirotorPawnSimApi.h" #include "vehicles/multirotor/MultiRotorParamsFactory.hpp" #include "../../UnitySensors/UnitySensorFactory.h" #include "../../PInvokeWrapper.h" #include "../../UnityUtilities.hpp" using namespace msr::airlib; MultirotorPawnSimApi::MultirotorPawnSimApi(const Params& params) : Pawn...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Materials/FloorMaterial.mat.meta/0
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fileFormatVersion: 2 guid: 65423102110e8eb40af557f331c91648 ModelImporter: serializedVersion: 23 fileIDToRecycleName: 100000: Camera 100002: Camera 1 100004: Drone 1 100006: //RootNode 100008: Kameragestell 100010: Linsenglas 100012: Rotor1 100014: Rotor2 100016: Rotor3 10001...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Models/UnityDrone.fbx.meta/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Prefabs/WeatherHUDSlider.prefab/0
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using UnityEngine; using UnityEngine.UI; namespace AirSimUnity { /// <summary> /// HUD class that manage weather-related UI elements. /// </summary> public class WeatherHUDSlider : MonoBehaviour { [SerializeField] private Slider slider = default; [SerializeField] private InputField inp...
AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/HUD/WeatherHUDSlider.cs/0
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AirSim/Unity/UnityDemo/Assets/AirSimAssets/Scripts/Vehicles/IVehicleInterface.cs.meta/0
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// Based on builtin Internal-DepthNormalsTexture.shader // EncodeDepthNormal() is replaced with custom Output() function Shader "Hidden/CameraEffects" { Properties { _MainTex ("", 2D) = "white" {} _Cutoff ("", Float) = 0.5 _Color ("", Color) = (1,1,1,1) _ObjectColor ("Object Color", Color) = (1,1,1,1) _CategoryC...
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AirSim/Unity/UnityDemo/Assets/Standard Assets/Vehicles.meta/0
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AirSim/Unity/UnityDemo/ProjectSettings/UnityConnectSettings.asset/0
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@echo off REM //---------- set up variable ---------- setlocal set ROOT_DIR=%~dp0 set AirSimPath=%1 REM default path works for Blocks environment if "%AirSimPath%"=="" set "AirSimPath=..\..\.." IF NOT EXIST "%AirSimPath%" ( echo "AirSimPath %AirSimPath% was not found" goto :failed ) echo Using AirSimPath = %AirSi...
AirSim/Unreal/Environments/Blocks/update_from_git.bat/0
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#pragma once #include "CoreMinimal.h" #include "PawnSimApi.h" #include "PIPCamera.h" #include "GameFramework/Actor.h" #include "ManualPoseController.h" #include "common/common_utils/Utils.hpp" #include "GameFramework/SpringArmComponent.h" #include "CameraDirector.generated.h" UENUM(BlueprintType) enum class ECameraDi...
AirSim/Unreal/Plugins/AirSim/Source/CameraDirector.h/0
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#pragma once #include "CoreMinimal.h" #include <string> #include "AirBlueprintLib.h" #include "physics/Kinematics.hpp" #include "HAL/FileManager.h" #include "PawnSimApi.h" class RecordingFile { public: ~RecordingFile(); void appendRecord(const std::vector<msr::airlib::ImageCaptureBase::ImageResponse>& respon...
AirSim/Unreal/Plugins/AirSim/Source/Recording/RecordingFile.h/0
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#include "SimModeWorldBase.h" #include "physics/FastPhysicsEngine.hpp" #include "physics/ExternalPhysicsEngine.hpp" #include <exception> #include "AirBlueprintLib.h" void ASimModeWorldBase::BeginPlay() { Super::BeginPlay(); } void ASimModeWorldBase::initializeForPlay() { std::vector<msr::airlib::UpdatableObje...
AirSim/Unreal/Plugins/AirSim/Source/SimMode/SimModeWorldBase.cpp/0
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#include "CarPawnSimApi.h" #include "AirBlueprintLib.h" #include "UnrealSensors/UnrealSensorFactory.h" #include "CarPawnApi.h" #include <exception> using namespace msr::airlib; CarPawnSimApi::CarPawnSimApi(const Params& params, const msr::airlib::CarApiBase::CarControls& keyboard_controls...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Car/CarPawnSimApi.cpp/0
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#include "MultirotorPawnSimApi.h" #include "AirBlueprintLib.h" #include "vehicles/multirotor/MultiRotorParamsFactory.hpp" #include "UnrealSensors/UnrealSensorFactory.h" #include <exception> using namespace msr::airlib; MultirotorPawnSimApi::MultirotorPawnSimApi(const Params& params) : PawnSimApi(params), pawn_eve...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp/0
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{ "SeeDocsAt": "https://github.com/Microsoft/AirSim/blob/main/docs/settings_json.md", "SettingsVersion": 1.2, "SimMode": "Multirotor", "ClockSpeed": 1.0, "Vehicles": { "SimpleFlight": { "VehicleType": "SimpleFlight", "DefaultVehicleState": "Armed", "EnableCollisionPassthrogh": false, ...
AirSim/azure/app/settings.json/0
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60
#!/bin/bash # This is to determine Docker version for the command version_less_than_equal_to() { test "$(printf '%s\n' "$@" | sort -V | head -n 1)" = "$1"; } REQ_DOCKER_VERSION=19.03 docker_version=$(docker -v | cut -d ' ' -f3 | sed 's/,$//') if version_less_than_equal_to $REQ_DOCKER_VERSION $docker_version; then ...
AirSim/docker/run_airsim_image_source.sh/0
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# Build AirSim on macOS Only macOS **Catalina (10.15)** has currently been tested. Theoretically, AirSim should work on higher macOS versions and Apple Silicon hardware, but this path is not offically supported. We've two options - you can either build inside docker containers or your host machine. ## Docker Please...
AirSim/docs/build_macos.md/0
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# Reinforcement Learning in AirSim We below describe how we can implement DQN in AirSim using an OpenAI gym wrapper around AirSim API, and using stable baselines implementations of standard RL algorithms. We recommend installing stable-baselines3 in order to run these examples (please see https://github.com/DLR-RM/sta...
AirSim/docs/reinforcement_learning.md/0
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# How to Use Car in AirSim By default AirSim prompts user for which vehicle to use. You can easily change this by setting [SimMode](settings.md#SimMode). For example, if you want to use car instead then just set the SimMode in your [settings.json](settings.md) which you can find in your `~/Documents/AirSim` folder, li...
AirSim/docs/using_car.md/0
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64
geometry_msgs/Twist twist # string vehicle_name
AirSim/ros/src/airsim_ros_pkgs/msg/VelCmd.msg/0
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 Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 16 VisualStudioVersion = 16.0.31410.357 MinimumVisualStudioVersion = 10.0.40219.1 Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "AssetStudio", "AssetStudio\AssetStudio.csproj", "{422FEC21-EF60-4F29-AA56-95DFDA23C913}" EndProject...
AssetStudio/AssetStudio.sln/0
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<Project Sdk="Microsoft.NET.Sdk"> <PropertyGroup> <TargetFrameworks>net472;netstandard2.0;net5.0;net6.0</TargetFrameworks> <Version>0.16.0.0</Version> <AssemblyVersion>0.16.0.0</AssemblyVersion> <FileVersion>0.16.0.0</FileVersion> <Copyright>Copyright © Perfare 2018-2022</Copyright> <DebugTyp...
AssetStudio/AssetStudio/AssetStudio.csproj/0
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/* Copyright 2015 Google Inc. All Rights Reserved. Distributed under MIT license. See file LICENSE for detail or copy at https://opensource.org/licenses/MIT */ namespace Org.Brotli.Dec { /// <summary>A set of utility methods.</summary> internal sealed class Utils { private static readonly byte[] ByteZeroes = new ...
AssetStudio/AssetStudio/Brotli/Utils.cs/0
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68
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public abstract class Component : EditorExtension { public PPtr<GameObject> m_GameObject; protected Component(ObjectReader reader) : base(reader) { m_GameObject = ...
AssetStudio/AssetStudio/Classes/Component.cs/0
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69
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public class StaticBatchInfo { public ushort firstSubMesh; public ushort subMeshCount; public StaticBatchInfo(ObjectReader reader) { firstSubMesh = reader....
AssetStudio/AssetStudio/Classes/Renderer.cs/0
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70
using System; using System.IO; using System.Text; namespace AssetStudio { public static class BinaryWriterExtensions { public static void AlignStream(this BinaryWriter writer, int alignment) { var pos = writer.BaseStream.Position; var mod = pos % alignment; ...
AssetStudio/AssetStudio/Extensions/BinaryWriterExtensions.cs/0
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using System; using System.Runtime.InteropServices; namespace AssetStudio { [StructLayout(LayoutKind.Sequential, Pack = 4)] public struct Vector3 : IEquatable<Vector3> { public float X; public float Y; public float Z; public Vector3(float x, float y, float z) { ...
AssetStudio/AssetStudio/Math/Vector3.cs/0
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using System.Windows.Forms; using AssetStudio; namespace AssetStudioGUI { internal class GameObjectTreeNode : TreeNode { public GameObject gameObject; public GameObjectTreeNode(GameObject gameObject) { this.gameObject = gameObject; Text = gameObject.m_Name; ...
AssetStudio/AssetStudioGUI/Components/GameObjectTreeNode.cs/0
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<?xml version='1.0' encoding='utf-8'?> <SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)" GeneratedClassNamespace="AssetStudioGUI.Properties" GeneratedClassName="Settings"> <Profiles /> <Settings> <Setting Name="displayAll" Type="System.Boolean" Scope="U...
AssetStudio/AssetStudioGUI/Properties/Settings.settings/0
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using System.Collections.Generic; namespace SpirV { internal class Meta { public class ToolInfo { public ToolInfo(string vendor) { Vendor = vendor; } public ToolInfo(string vendor, string name) { Vendor = ...
AssetStudio/AssetStudioUtility/CSspv/SpirV.Meta.cs/0
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using Smolv; using SpirV; using System; using System.IO; using System.Text; namespace AssetStudio { public static class SpirVShaderConverter { public static string Convert(byte[] m_ProgramCode) { var sb = new StringBuilder(); using (var ms = new MemoryStream(m_ProgramCo...
AssetStudio/AssetStudioUtility/SpirVShaderConverter.cs/0
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<?xml version="1.0" encoding="utf-8"?> <Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <ItemGroup Label="ProjectConfigurations"> <ProjectConfiguration Include="Debug|Win32"> <Configuration>Debug</Configuration> <Platform>Win32</Platform> </ProjectConfig...
AssetStudio/Texture2DDecoderNative/Texture2DDecoderNative.vcxproj/0
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#include "dllexport.h" #include "bool32_t.h" #include "bcn.h" #include "pvrtc.h" #include "etc.h" #include "atc.h" #include "astc.h" #include "crunch.h" #include "unitycrunch.h" T2D_API(bool32_t) DecodeDXT1(const void* data, int32_t width, int32_t height, void* image) { return decode_bc1(static_cast<const uint8_t*>(...
AssetStudio/Texture2DDecoderNative/dllmain.cpp/0
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<Project Sdk="Microsoft.NET.Sdk"> <PropertyGroup> <TargetFrameworks>net472;netstandard2.0;net5.0;net6.0</TargetFrameworks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks> <Version>0.16.0.0</Version> <AssemblyVersion>0.16.0.0</AssemblyVersion> <FileVersion>0.16.0.0</FileVersion> <Copyright>Copyrig...
AssetStudio/Texture2DDecoderWrapper/Texture2DDecoderWrapper.csproj/0
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# Why use C# .net core for server-side? Game server side from the early single service to distributed, the development is more and more complex, the stability, development efficiency requirements are more and more high. The choice of development language has also gradually changed, from C to C++ to C++ + PYTHON or C++ ...
ET/Book/1.2Why use .net core.md/0
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# English: please use your browser to translate to english # __讨论QQ群 : 474643097__ --- # 公司黑名单: ## 成都三猩元宇宙公司,拖欠员工工资,拖欠本人咨询费用 --- --- # 商业项目(已出现多个一个人开发的MMO上线,足以证明ET的强大): 1. [千古风流](https://www.qiangu.com/) 大型mmo,团队100人2年开发完成 2. [神选誓约](https://www.taptap.cn/app/248095) 3. [危境](https://www.taptap.cn/app/27...
ET/README.md/0
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using System.Collections.Immutable; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp; using Microsoft.CodeAnalysis.CSharp.Syntax; using Microsoft.CodeAnalysis.Diagnostics; namespace ET.Analyzer { [DiagnosticAnalyzer(LanguageNames.CSharp)] public class HotfixProjectFieldDeclarationAnalyzer: Di...
ET/Share/Analyzer/Analyzer/HotfixProjectFieldDeclarationAnalyzer.cs/0
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//===================================================================== // // KCP - A Better ARQ Protocol Implementation // skywind3000 (at) gmail.com, 2010-2011 // // Features: // + Average RTT reduce 30% - 40% vs traditional ARQ like tcp. // + Maximum RTT reduce three times vs tcp. // + Lightweight, distributed as ...
ET/Share/Libs/Kcp/ikcp.h/0
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83
namespace ET.Generator; public static class DiagnosticIds { public const string ETSystemMethodIsInStaticPartialClassRuleId = "ET1001"; }
ET/Share/Share.SourceGenerator/Config/DiagnosticIds.cs/0
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# ET商店 大家可以在此分享自己编写的模块,每个模块一个markdown文档 [EUI](https://github.com/zzjfengqing/ET-EUI) ET的UI模块 [NKGMoba](https://gitee.com/NKG_admin/NKGMobaBasedOnET/tree/StateFrameSync/) 基于状态帧同步的战斗系统(包含完整的预测回滚功能),基于双端行为树的技能系统(提供通用的可视化节点编辑器) [Soft Router](https://gitee.com/wryl/router-et) 防攻击的软路由实现 [BundleMaster](https://gi...
ET/Store/README.md/0
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mtllib nav_test.mtl o nav_test.obj v -21.847065 -2.492895 19.569759 v -15.847676 -2.492895 18.838863 v -21.847065 -0.895197 19.569759 v -15.847676 -0.895197 18.838863 v -21.585381 -2.492895 21.717730 v -15.585992 -2.492895 20.986834 v -21.585381 -0.895197 21.717730 v -15.585992 -0.895197 20.986834 v -22.078766 -1.16975...
ET/Tools/RecastNavExportor/Meshes/nav_test.obj/0
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ET/Unity/Assets/Bundles/Scenes/Map1.meta/0
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ET/Unity/Assets/Config/Excel/StartConfig.meta/0
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ET/Unity/Assets/Config/Excel/StartConfig/Localhost/StartSceneConfig@s.xlsx.meta/0
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ET/Unity/Assets/Config/Excel/StartConfig/RouterTest/StartProcessConfig@s.xlsx.meta/0
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syntax = "proto3"; package ET; message HttpGetRouterResponse { repeated string Realms = 1; repeated string Routers = 2; } message RouterSync { uint32 ConnectId = 1; string Address = 2; } // ResponseType M2C_TestResponse message C2M_TestRequest // ILocationRequest { int32 RpcId = 1; string request = 2; } messa...
ET/Unity/Assets/Config/Proto/OuterMessage_C_10001.proto/0
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ET/Unity/Assets/Res/Unit/Skeleton/Ani/Materials.meta/0
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fileFormatVersion: 2 guid: 8d0854a24c1619b43ace830bfa1b6e69 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Scripts/Core/Analyzer.meta/0
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ET/Unity/Assets/Scripts/Core/Analyzer/FriendOfAttribute.cs.meta/0
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94
namespace ET { public static class EntitySceneFactory { public static Scene CreateScene(Entity parent, long id, long instanceId, SceneType sceneType, string name) { Scene scene = new(parent.Fiber(), id, instanceId, sceneType, name); parent?.AddChild(scene); r...
ET/Unity/Assets/Scripts/Core/Entity/EntitySceneFactory.cs/0
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95
namespace ET { public interface IScene { Fiber Fiber { get; set; } SceneType SceneType { get; set; } } }
ET/Unity/Assets/Scripts/Core/Entity/IScene.cs/0
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using System; namespace ET { [Flags] public enum SceneType: long { None = 0, Main = 1, // 主纤程,一个进程一个, 初始化从这里开始 NetInner = 1 << 2, // 负责进程间消息通信 Realm = 1 << 3, Gate = 1 << 4, Http = 1 << 5, Location = 1 << 6, Map = 1 << 7, Router = 1 << 8, RouterManager = 1 << 9, Robot = 1 << 10, BenchmarkCl...
ET/Unity/Assets/Scripts/Core/Entity/SceneType.cs/0
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97
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ET/Unity/Assets/Scripts/Core/Fiber/Module/Actor/MessageHelper.cs.meta/0
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98
namespace ET { public static class CoroutineLockType { public const int None = 0; public const int Location = 1; // location进程上使用 public const int MessageLocationSender = 2; // MessageLocationSender中队列消息 public const int Mailbox = 3; // M...
ET/Unity/Assets/Scripts/Core/Fiber/Module/CoroutineLock/CoroutineLockType.cs/0
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99
using System; using System.Collections.Generic; using System.Reflection; namespace ET { public static class AssemblyHelper { public static Dictionary<string, Type> GetAssemblyTypes(params Assembly[] args) { Dictionary<string, Type> types = new Dictionary<string, Type>(); ...
ET/Unity/Assets/Scripts/Core/Helper/AssemblyHelper.cs/0
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using System; using System.Diagnostics; using System.Runtime.InteropServices; using System.Threading.Tasks; using Path = System.IO.Path; namespace ET { public static class ProcessHelper { public static System.Diagnostics.Process Run(string exe, string arguments, string workingDirectory = ".", bool wait...
ET/Unity/Assets/Scripts/Core/Helper/ProcessHelper.cs/0
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ET/Unity/Assets/Scripts/Core/Method/IStaticMethod.cs.meta/0
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102
namespace ET { [UniqueId(100000, 500000)] public static class ErrorCore { public const int ERR_MyErrorCode = 110000; public const int ERR_KcpConnectTimeout = 100205; public const int ERR_KcpAcceptTimeout = 100206; public const int ERR_KcpReadWriteTimeout = 100207; ...
ET/Unity/Assets/Scripts/Core/Network/ErrorCore.cs/0
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using System; using System.IO; namespace ET { public static class MessageSerializeHelper { public static byte[] Serialize(MessageObject message) { return MemoryPackHelper.Serialize(message); } public static void Serialize(MessageObject message, MemoryBuffer stream)...
ET/Unity/Assets/Scripts/Core/Network/MessageSerializeHelper.cs/0
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using System; using System.IO; using System.Net; using System.Net.Sockets; namespace ET { /// <summary> /// 封装Socket,将回调push到主线程处理 /// </summary> public sealed class TChannel: AChannel { private readonly TService Service; private Socket socket; private SocketAsyncEventArgs innArgs = new(); private Socket...
ET/Unity/Assets/Scripts/Core/Network/TChannel.cs/0
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ET/Unity/Assets/Scripts/Core/Object/Object.cs.meta/0
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namespace ET { [UniqueId(0, 100)] public static class TimerCoreInvokeType { public const int CoroutineTimeout = 1; } }
ET/Unity/Assets/Scripts/Core/TimerCoreInvokeType.cs/0
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ET/Unity/Assets/Scripts/Core/World/Module/Config/ConfigAttribute.cs.meta/0
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using System; namespace ET { public interface IInvoke { Type Type { get; } } public abstract class AInvokeHandler<A>: HandlerObject, IInvoke where A: struct { public Type Type { get { return typeof (A); } } ...
ET/Unity/Assets/Scripts/Core/World/Module/EventSystem/IInvoke.cs/0
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using System; using System.Collections.Concurrent; using System.Runtime.CompilerServices; using System.Threading; namespace ET { public class ObjectPool: Singleton<ObjectPool>, ISingletonAwake { private ConcurrentDictionary<Type, Pool> objPool; private readonly Func<Type, Pool> AddPoolFunc = ...
ET/Unity/Assets/Scripts/Core/World/Module/ObjectPool/ObjectPool.cs/0
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110
using System.IO; using System.Threading; using UnityEditor; using UnityEditor.Build.Player; using UnityEngine; namespace ET { public static class AssemblyTool { /// <summary> /// Unity线程的同步上下文 /// </summary> static SynchronizationContext unitySynchronizationContext { get; set; }...
ET/Unity/Assets/Scripts/Editor/Assembly/AssemblyTool.cs/0
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using System; using UnityEditor; using UnityEngine; namespace ET { [TypeDrawer] public class AnimationCurveTypeDrawer: ITypeDrawer { public bool HandlesType(Type type) { return type == typeof (AnimationCurve); } public object DrawAndGetNewValue(Type memberType, ...
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/AnimationCurveTypeDrawer.cs/0
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112
#if ENABLE_VIEW using System; using System.Reflection; using UnityEditor; using UnityEngine; namespace ET { [TypeDrawer] public class EntityRefTypeDrawer: ITypeDrawer { public bool HandlesType(Type type) { if (!type.IsGenericType) { return false; ...
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/EntityRefTypeDrawer.cs/0
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113
using System; using UnityEditor; namespace ET { [TypeDrawer] public class LongTypeDrawer: ITypeDrawer { [TypeDrawer] public bool HandlesType(Type type) { return type == typeof (long); } public object DrawAndGetNewValue(Type memberType, string memberName,...
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawer/LongTypeDrawer.cs/0
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using System; namespace ET { public class TypeDrawerAttribute: Attribute { } }
ET/Unity/Assets/Scripts/Editor/ComponentViewEditor/TypeDrawerAttribute.cs/0
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115
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ET/Unity/Assets/Scripts/Editor/ServerCommandLineEditor.meta/0
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116
using Unity.Mathematics; namespace ET.Client { [FriendOf(typeof(XunLuoPathComponent))] public static partial class XunLuoPathComponentSystem { public static float3 GetCurrent(this XunLuoPathComponent self) { return self.path[self.Index]; } public static ...
ET/Unity/Assets/Scripts/Hotfix/Client/Demo/AI/XunLuoPathComponentSystem.cs/0
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ET/Unity/Assets/Scripts/Hotfix/Client/Demo/Main/NetClient2Main_SessionDisposeHandler.cs.meta/0
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ET/Unity/Assets/Scripts/Hotfix/Client/Demo/Main/Unit/UnitFactory.cs.meta/0
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ET/Unity/Assets/Scripts/Hotfix/Client/LockStep/G2C_ReconnectHandler.cs.meta/0
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ET/Unity/Assets/Scripts/Hotfix/Server/Benchmark/BenchmarkServerComponentSystem.cs.meta/0
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