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  • EF Linq Product Sum when no records returned

    - by user1622713
    I’ve seen variations of this question all over the place but none of the answers work for me. Most of them are just trying to sum a single column too – nothing more complex such as the sum of a product as below: public double Total { get { return _Context.Sales.Where(t => t.Quantity > 0) .DefaultIfEmpty() .Sum(t => t.Quantity * t.Price); } } If no rows are returned I want to return zero. However if no rows are returned the .Sum() fails. There are various options of trying to insert Convert.ToDouble and using null coalesce operators, but they all still gave me errors. I’m sure I am missing a simple way to do this – any help greatly appreciated after too long banging head against google brick wall!

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  • Search a List inside another with IQueryable

    - by ovini poornima
    public static IQueryable<Institution> WithFunds(this IQueryable<Institution> query, IEnumerable<Fund> allowedFunds) { return query. } I want to get the query to return all Institutions having any of the Fund given in 'allowedFunds' list in Institution.Funds. Please help. My class hierarchy goes like this. public partial class Institution { public int Id { get; set; } public virtual ICollection<Fund> Funds { get; set; } } public partial class Fund { public int Id { get; set; } public virtual Institution Institution { get; set; } }

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  • Please help translate this in linq to ef

    - by user3487644
    StringBuilder sb = new StringBuilder(); sb.AppendLine("SELECT"); sb.AppendLine(String.Format(" (SELECT TOP 1 CAST(ProspectID AS VARCHAR(5)) FROM Lead_Import_Fail Where ProspectID < {0} AND ProspectFullName = '{1}')", Convert.ToInt64(lead.LeadID), lead.Name)); sb.AppendLine(String.Format(", (SELECT TOP 1 CAST(ProspectID AS VARCHAR(5)) FROM Lead_Import_Fail Where ProspectID < {0} AND ProspectNRICPassport = '{1}')", Convert.ToInt64(lead.LeadID), lead.NRIC)); Thanks in advance.

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  • How do I use 2 include statements in a single MVC EF query?

    - by alockrem
    I am trying to write a query that includes 2 joins. 1 StoryTemplate can have multiple Stories 1 Story can have multiple StoryDrafts I am starting the query on the StoryDrafts object because that is where it's linked to the UserId. I don't have a reference from the StoryDrafts object directly to the StoryTemplates object. How would I build this query properly? public JsonResult Index(int userId) { return Json( db.StoryDrafts .Include("Story") .Include("StoryTemplate") .Where(d => d.UserId == userId) ,JsonRequestBehavior.AllowGet); } Thank you for any help.

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  • Doctrine join enitiy or null

    - by Medvedev
    I have an entity Entity\User with avatar: /** * @ORM\OneToOne(targetEntity="Entity\Avatar", cascade={"remove"}, fetch="LAZY") */ protected $avatar; And Entity\Message entity /** * @ORM\ManyToOne(targetEntity="Entity\User") */ protected $user; When i try to load all messages with users and avatars. But not all user have avatar. SELECT m, u, a FROM Entity\Message m JOIN m.user u JOIN u.avatar a ORDER BY m.id DESC How to load all messages with user who avatars and who does not have?

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  • Fetch request error: no entity? Probably easy, but help!

    - by cksubs
    Hi, I'm going through the Stanford iPhone course. I'm on the second Paparazzi assignment. I'm getting this error: * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'executeFetchRequest:error: A fetch request must have an entity.' I've copied a lot of the code from this walkthrough site. Running his source code works perfectly, and at this point my code is pretty much exactly the same as his. But it throws that error. See below for the relavent bits: // Create FetchRequest NSFetchRequest *request = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Person" inManagedObjectContext:context]; [request setEntity:entity]; // Set the sort descriptor NSSortDescriptor *sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"personName" ascending:NO]; NSArray *sortDescriptors = [[NSArray alloc] initWithObjects:sortDescriptor, nil]; [request setSortDescriptors:sortDescriptors]; [sortDescriptors release]; [sortDescriptor release]; // set up NSFetchedResultsController to hold the fetch NSFetchedResultsController *frc = [[NSFetchedResultsController alloc] initWithFetchRequest:request managedObjectContext:context sectionNameKeyPath:nil cacheName:@"personCache"]; // execute the fetch NSError *error; NSLog(@"Prints Here"); [frc performFetch:&error]; NSLog(@"Doesn't Print Here"); I'm clearly setting the entity with [request setEntity:entity]. So the error has me stumped. Is there something I'm missing? Maybe in another file? I don't know. I'm still so confused with Objective-C.... Thanks.

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  • How to define index by several columns in hibernate entity?

    - by foobar
    Morning. I need to add indexing in hibernate entity. As I know it is possible to do using @Index annotation to specify index for separate column but I need an index for several fields of entity. I've googled and found jboss annotation @Table, that allows to do this (by specification). But (I don't know why) this functionality doesn't work. May be jboss version is lower than necessary, or maybe I don't understant how to use this annotation, but... complex index is not created. Why index may not be created? jboss version 4.2.3.GA Entity example: package somepackage; import org.hibernate.annotations.Index; import javax.persistence.Column; import javax.persistence.Entity; import javax.persistence.GeneratedValue; import javax.persistence.Id; @Entity @org.hibernate.annotations.Table(appliesTo = House.TABLE_NAME, indexes = { @Index(name = "IDX_XDN_DFN", columnNames = {House.XDN, House.DFN} ) } ) public class House { public final static String TABLE_NAME = "house"; public final static String XDN = "xdn"; public final static String DFN = "dfn"; @Id @GeneratedValue private long Id; @Column(name = XDN) private long xdn; @Column(name = DFN) private long dfn; @Column private String address; public long getId() { return Id; } public void setId(long id) { this.Id = id; } public long getXdn() { return xdn; } public void setXdn(long xdn) { this.xdn = xdn; } public long getDfn() { return dfn; } public void setDfn(long dfn) { this.dfn = dfn; } public String getAddress() { return address; } public void setAddress(String address) { this.address = address; } } When jboss/hibernate tries to create table "house" it throws following exception: Reason: org.hibernate.AnnotationException: @org.hibernate.annotations.Table references an unknown table: house

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  • Is it possible to build a JPA entity by extending a POJO?

    - by Freiheit
    Lets say I have the following POJO: public class MyThing { private int myNumber; private String myData; //assume getter/setter methods } Is it now possible to extend this POJO as a JPA entity? @Entity @Table(name = "my_thing") public class MyThingEntity extends MyThing implements Serializable { @Column(name = "my_number") //????????? @Column(name = "my_data") //???????? } I want to keep the POJO separate from the JPA entity. The POJO lives in a different project and is often used without a persistence layer, my project wants to persist it in a database and do so without the overhead of mapping from a POJO to an entity and back. I understand that JPA entities are POJOs, but in order to use it I would have to include a library that implements javax.persistence and the other projects using the same base object have no use for a persistence layer. Is this possible? Is this a good idea?

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  • An attempt has been made to Attach or Add an entity that is not new Linq to Sql error

    - by Collin Oconnor
    I have a save function for my order entity that looks like this and it breaks on the sumbmitChanges line: public void SaveOrder ( Order order ) { if (order.OrderId == 0) orderTable.InsertOnSubmit(order); else if (orderTable.GetOriginalEntityState(order) == null) { orderTable.Attach(order); orderTable.Context.Refresh(RefreshMode.KeepCurrentValues , order); } orderTable.Context.SubmitChanges(); } The order entity contains two other entities; an Address entity and a credit card entity. Now i want these two entities to be null sometimes. Now my guess for why this is throwing an error is because that both of these entites that are inside order are null. If this is the case, How can I insert an new order into the database with both entities (Address and creditCard) being null.

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  • How to know if a detached JPA entity has already been persisted or not ?

    - by snowflake
    I have a JPA entity instance in the web UI layer of my application. I'd like to know at anytime if this entity has been already persisted in database or if it is only present in the user session. It would be in the business layer, I would use entitymanager.contains(Entity) method, but in my UI layer I think I need an extra attribute indicating whether the entity has been saved or not. How implement that ? I'm considering following option for the moment: - a JPA attribute with a default value set by the database, but would force a new read after each update ? - a non JPA attribute manually set in my code or automatically set by JPA? Any advice / other suggestions ? I'm using JPA 1 with Hibernate 3.2 implementation and would prefer stick to the standard.

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  • Why can't I start XML entity names with 'xml''?

    - by flamey
    <XmlInfo /> I ran into problem using Perl's popular SOAP::Lite module, where it wouldn't accept XML entity names starting with "xml" (regardles letters' case). The author of the module replied to email saying that entity names starting with "xml" are not permitted in XML specification, but I couldn't find it in W3C's documents for 1.0 and 1.1 specs, I also couldn't find it in any of the articles or guidelines docs about XML entity naming. In fact some guideline documents used names starting with xml as an example, and lots of people are using it, as I see via Google Code Search. So are there any restrictions (besides which characters to use as defined in W3C's documents) in Entity naming in XML? Is there a restriction saying you can't name entities starting with "xml"?

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  • How can I save an ASP.NET IFRAME from a custom entity's OnSave event, reliably?

    - by Forgotten Semicolon
    I have a custom ASP.NET solution deployed to the ISV directory of an MS Dynamics CRM 4.0 application. We have created a custom entity, whose data entry requires more dynamism than is possible through the form builder within CRM. To accomplish this, we have created an ASP.NET form surfaced through an IFRAME on the entity's main form. Here is how the saving functionality is currently laid out: There is an ASP.NET button control on the page that saves the entity when clicked. This button is hidden by CSS. The button click event is triggered from the CRM OnSave javascript event. The event fires and the entity is saved. Here are the issues: When the app pool is recycled, the first save (or few) may: not save be delayed (ie. the interface doesn't show an update, until the page has been refreshed after a few sec) Save and Close/New may not save For issue 1.1 and 2, what seems to be happening is that while the save event is fired for the custom ASP.NET page, the browser has moved on/refreshed the page, invalidating the request to the server. This results in the save not actually completing. Right now, this is mitigated with a kludge javascript delay loop for a few seconds after calling the button save event, inside the entity OnSave event. Is there any way to have the OnSave event wait for a callback from the IFRAME?

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  • Get an Entity in Save Method, What is correct form ?

    - by Felipe
    Hi everybody I'm begginer in asp.net mvc and i have some doubts. P.S: I'm using DDD to learn I have an ACtion in a Controller and it'll save an entity (from my model) by a repository (for a database). My doubts is, How can I get the informations from the View and save it by a repository in my Controller ? Is it correct to get an entity of my Model in Save method of controller, like this: public ActionResult Save(Product product) { // validate object // save data in repository return View("Success"); } Or Need I get an DTO (with a structure similar to my entity) and create an object passing property by property to an entity ? I didnt' like of FormCollection and I'd like to know, What is recommended architecturally ? Thanks a lot guys Cheers

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  • JPA - Can I create an Entity class, using an @DiscriminatorValue, that doesn't have its own table?

    - by DaveyDaveDave
    Hi - this is potentially a bit complex, so I'll do my best to describe my situation - it's also my first post here, so please forgive formatting mistakes, etc! I'm using JPA with joined inheritance and a database structure that looks like: ACTION --------- ACTION_ID ACTION_MAPPING_ID ACTION_TYPE DELIVERY_CHANNEL_ACTION -------------------------- ACTION_ID CHANNEL_ID OVERRIDE_ADDRESS_ACTION -------------------------- ACTION_ID (various fields specific to this action type) So, in plain English, I have multiple different types of action, all share an ACTION_MAPPING, which is referenced from the 'parent' ACTION table. DELIVERY_CHANNEL_ACTION and OVERRIDE_ADDRESS_ACTION both have extra, supplementary data of their own, and are mapped to ACTION with a FK. Real-world, I also have a 'suppress' action, but this doesn't have any supplementary data of its own, so it doesn't have a corresponding table - all it needs is an ACTION_MAPPING, which is stored in the ACTION table. Hopefully you're with me so far... I'm creating a new project from scratch, so am pretty flexible in what I can do, but obviously would like to get it right from the outset! My current implementation, which works, has three entities loosely defined as follows: @Entity @Table(name="ACTION") @Inheritance(strategy=InheritanceType.JOINED) @DiscriminatorValue("SUPPRESS") public class Action @Entity @Table(name="DELIVERY_CHANNEL_ACTION") @DiscriminatorValue("DELIVERY_CHANNEL") public class DeliveryChannelAction extends Action @Entity @Table(name="OVERRIDE_ADDRESS_ACTION") @DiscriminatorValue("OVERRIDE_ADDRESS") public class OverrideAddressAction extends Action That is - I have a concrete base class, Action, with a Joined inheritance strategy. DeliveryChannelAction and OverrideAddressAction both extend Action. What feels wrong here though, is that my Action class is the base class for these two actions, but also forms the concrete implementation for the suppress action. For the time being this works, but at some point more actions are likely to be added, and there's every chance that some of them will, like SUPPRESS, have no supplementary data, which will start to get difficult! So... what I would like to do, in the object model world, is to have Action be abstract, and create a SuppressAction class, which is empty apart from having a @DiscriminatorValue("SUPPRESS"). I've tried doing exactly what is described above, so, changing Action to: @Entity @Table(name="ACTION") @Inheritance(strategy=InheritanceType.JOINED) public abstract class Action and creating: @DiscriminatorValue("SUPPRESS") public class SuppressAction extends Action but no luck - it seems to work fine for DeliveryChannelAction and OverrideAddressAction, but when I try to create a SuppressAction and persist it, I get: java.lang.IllegalArgumentException: Object: com.mypackage.SuppressAction[actionId=null] is not a known entity type. at org.eclipse.persistence.internal.sessions.UnitOfWorkImpl.registerNewObjectForPersist(UnitOfWorkImpl.java:4147) at org.eclipse.persistence.internal.jpa.EntityManagerImpl.persist(EntityManagerImpl.java:368) at com.mypackage.test.util.EntityTestUtil.createSuppressAction(EntityTestUtil.java:672) at com.mypackage.entities.ActionTest.testCRUDAction(ActionTest.java:27) which I assume is down to the fact that SuppressAction isn't registered as an entity, but I don't know how I can do that, given that it doesn't have an associated table. Any pointers, either complete answers or hints for things to Google (I'm out of ideas!), most welcome :) EDIT: to correct my stacktrace.

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  • Unable to update the EntitySet because it has a DefiningQuery and no &lt;UpdateFunction&gt; element

    - by Harish Ranganathan
    When working with ADO.NET Entity Data Model, its often common that we generate entity schema for more than a single table from our Database.  With Entity Model generation automated with Visual Studio support, it becomes even tempting to create and work entity models to achieve an object mapping relationship. One of the errors that you might hit while trying to update an entity set either programmatically using context.SaveChanges or while using the automatic insert/update code generated by GridView etc., is “Unable to update the EntitySet <EntityName> because it has a DefiningQuery and no <UpdateFunction> element exists in the <ModificationFunctionMapping> element to support the current operation” While the description is pretty lengthy, the immediate thing that would come to our mind is to open our the entity model generated code and see if you can update it accordingly. However, the first thing to check if that, if the Entity Set is generated from a table, whether the Table defines a primary key.  Most of the times, we create tables with primary keys.  But some reference tables and tables which don’t have a primary key cannot be updated using the context of Entity and hence it would throw this error.  Unless it is a View, in which case, the default model is read-only, most of the times the above error occurs since there is no primary key defined in the table. There are other reasons why this error could popup which I am not going into for the sake of simplicity of the post.  If you find something new, please feel free to share it in comments. Hope this helps. Cheers !!!

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • [EF + Oracle]Object Context

    - by JTorrecilla
    Prologue After EF episodes I and II, we are going to see the Object Context. What is Object Context? It is a class which manages the DB connection, and the different Entities of our model. When Visual Studio creates the EF model, like I explain previously, also generates a Class that extends ObjectContext. ObjectContext provides: - DB connection - Add, update and delete functions. - Object Sets of Entities. - State of Pending Changes. This class will give a function, for each Entity, like  Esta clase va a contar con una función, para cada entidad, del tipo “AddTo{ENTITY}({Entity_Type } value)”, which are going to add a Entity to the related ObjectSet. In addition, it has a property, for each Entity, like “ObjectSet<TEntity> Entity”, does will keep the related record set. It will be filled with the CreateObjectSet<TEntity> function of Base class (ObjectContext). What is an ObjectSet? It is a class that allows us to manage the Entity Set from a Type. It inherits from: · ObjectQuery<TEntity> · IObjectSet<TEntity> · IQueryAble<TEntity · IEnumerable<TEntity · IQueryAble · IEnumerable An ObjectSet is a class property that allows query, insert, delete and update records from a determinate Entity. In following chapters we will see how to query Entities. LazyLoadingEnabled A very important property of the Context is “LazyLoadingEnabled”. This Boolean property lets indicate if the data loading is lazy, in other words, the Object will not be created and query until not be needed. Finally In this post we have seen what the VS generated context is, some of the characteristics, and where to see Entity data. In next chapters we will see, CRUD operations, and how to query ObjectSets.

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  • Use a custom value object or a Guid as an entity identifier in a distributed system?

    - by Kazark
    tl;dr I've been told that in domain-driven design, an identifier for an entity could be a custom value object, i.e. something other than Guid, string, int, etc. Can this really be advisable in a distributed system? Long version I will invent an situation analogous to the one I am currently facing. Say I have a distributed system in which a central concept is an egg. The system allows you to order eggs and see spending reports and inventory-centric data such as quantity on hand, usage, valuation and what have you. There area variety of services backing these behaviors. And say there is also another app which allows you to compose recipes that link to a particular egg type. Now egg type is broken down by the species—ostrich, goose, duck, chicken, quail. This is fine and dandy because it means that users don't end up with ostrich eggs when they wanted quail eggs and whatnot. However, we've been getting complaints because jumbo chicken eggs are not even close to equivalent to small ones. The price is different, and they really aren't substitutable in recipes. And here we thought we were doing users a favor by not overwhelming them with too many options. Currently each of the services (say, OrderSubmitter, EggTypeDefiner, SpendingReportsGenerator, InventoryTracker, RecipeCreator, RecipeTracker, or whatever) are identifying egg types with an industry-standard integer representation the species (let's call it speciesCode). We realize we've goofed up because this change could effect every service. There are two basic proposed solutions: Use a predefined identifier type like Guid as the eggTypeID throughout all the services, but make EggTypeDefiner the only service that knows that this maps to a speciesCode and eggSizeCode (and potentially to an isOrganic flag in the future, or whatever). Use an EggTypeID value object which is a combination of speciesCode and eggSizeCode in every service. I've proposed the first solution because I'm hoping it better encapsulates the definition of what an egg type is in the EggTypeDefiner and will be more resilient to changes, say if some people now want to differentiate eggs by whether or not they are "organic". The second solution is being suggested by some people who understand DDD better than I do in the hopes that less enrichment and lookup will be necessary that way, with the justification that in DDD using a value object as an ID is fine. Also, they are saying that EggTypeDefiner is not a domain and EggType is not an entity and as such should not have a Guid for an ID. However, I'm not sure the second solution is viable. This "value object" is going to have to be serialized into JSON and URLs for GET requests and used with a variety of technologies (C#, JavaScript...) which breaks encapsulation and thus removes any behavior of the identifier value object (is either of the fields optional? etc.) Is this a case where we want to avoid something that would normally be fine in DDD because we are trying to do DDD in a distributed fashion? Summary Can it be a good idea to use a custom value object as an identifier in a distributed system (solution #2)?

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • Data-driven animation states

    - by user8363
    I'm trying to handle animations in a 2D game engine hobby project, without hard-coding them. Hard coding animation states seems like a common but very strange phenomenon, to me. A little background: I'm working with an entity system where components are bags of data and subsystems act upon them. I chose to use a polling system to update animation states. With animation states I mean: "walking_left", "running_left", "walking_right", "shooting", ... My idea to handle animations was to design it as a data driven model. Data could be stored in an xml file, a rdbms, ... And could be loaded at the start of a game / level/ ... This way you can easily edit animations and transitions without having to go change the code everywhere in your game. As an example I made an xml draft of the data definitions I had in mind. One very important piece of data would simply be the description of an animation. An animation would have a unique id (a descriptive name). It would hold a reference id to an image (the sprite sheet it uses, because different animations may use different sprite sheets). The frames per second to run the animation on. The "replay" here defines if an animation should be run once or infinitely. Then I defined a list of rectangles as frames. <animation id='WIZARD_WALK_LEFT'> <image id='WIZARD_WALKING' /> <fps>50</fps> <replay>true</replay> <frames> <rectangle> <x>0</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> <rectangle> <x>45</x> <y>0</y> <width>45</width> <height>45</height> </rectangle> </frames> </animation> Animation data would be loaded and held in an animation resource pool and referenced by game entities that are using it. It would be treated as a resource like an image, a sound, a texture, ... The second piece of data to define would be a state machine to handle animation states and transitions. This defines each state a game entity can be in, which states it can transition to and what triggers that state change. This state machine would differ from entity to entity. Because a bird might have states "walking" and "flying" while a human would only have the state "walking". However it could be shared by different entities because multiple humans will probably have the same states (especially when you define some common NPCs like monsters, etc). Additionally an orc might have the same states as a human. Just to demonstrate that this state definition might be shared but only by a select group of game entities. <state id='IDLE'> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_LEFT'> <event trigger='LEFT_UP' goto='IDLE' /> <event trigger='RIGHT_DOWN' goto='MOVING_RIGHT' /> </state> <state id='MOVING_RIGHT'> <event trigger='RIGHT_UP' goto='IDLE' /> <event trigger='LEFT_DOWN' goto='MOVING_LEFT' /> </state> These states can be handled by a polling system. Each game tick it grabs the current state of a game entity and checks all triggers. If a condition is met it changes the entity's state to the "goto" state. The last part I was struggling with was how to bind animation data and animation states to an entity. The most logical approach seemed to me to add a pointer to the state machine data an entity uses and to define for each state in that machine what animation it uses. Here is an xml example how I would define the animation behavior and graphical representation of some common entities in a game, by addressing animation state and animation data id. Note that both "wizard" and "orc" have the same animation states but a different animation. Also, a different animation could mean a different sprite sheet, or even a different sequence of animations (an animation could be longer or shorter). <entity name="wizard"> <state id="IDLE" animation="WIZARD_IDLE" /> <state id="MOVING_LEFT" animation="WIZARD_WALK_LEFT" /> </entity> <entity name="orc"> <state id="IDLE" animation="ORC_IDLE" /> <state id="MOVING_LEFT" animation="ORC_WALK_LEFT" /> </entity> When the entity is being created it would add a list of states with state machine data and an animation data reference. In the future I would use the entity system to build whole entities by defining components in a similar xml format. -- This is what I have come up with after some research. However I had some trouble getting my head around it, so I was hoping op some feedback. Is there something here what doesn't make sense, or is there a better way to handle these things? I grasped the idea of iterating through frames but I'm having trouble to take it a step further and this is my attempt to do that.

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