first commit

This commit is contained in:
qornwh1
2026-02-28 14:16:07 +09:00
commit 30457819b1
28 changed files with 3006 additions and 0 deletions

361
ClientTester/.editorconfig Normal file
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root = true
[*]
charset = utf-8
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
indent_style = space
indent_size = 4
[*.cs]
# -------------------------------------------------------------------------
# 중괄호 Allman 스타일
# -------------------------------------------------------------------------
# Good: Bad:
# if (isAlive) if (isAlive) {
# { TakeDamage();
# TakeDamage(); }
# }
csharp_new_line_before_open_brace = all
# -------------------------------------------------------------------------
# 중괄호 항상 사용
# -------------------------------------------------------------------------
# Good: Bad:
# if (isAlive) if (isAlive)
# { TakeDamage();
# TakeDamage();
# }
csharp_prefer_braces = true:warning
# -------------------------------------------------------------------------
# 접근 제한자 항상 명시
# -------------------------------------------------------------------------
# Good: Bad:
# private int health; int health;
# public float moveSpeed; float moveSpeed;
dotnet_style_require_accessibility_modifiers = always:warning
# -------------------------------------------------------------------------
# this. 한정자 허용 (필드와 매개변수 이름이 같을 때 필요)
# -------------------------------------------------------------------------
# 허용: this.stateContext = stateContext; (매개변수와 필드명 동일 시)
# 불필요: this.Initialize(); (모호하지 않은 경우)
dotnet_style_qualification_for_field = false:suggestion
dotnet_style_qualification_for_property = false:suggestion
dotnet_style_qualification_for_method = false:suggestion
dotnet_style_qualification_for_event = false:suggestion
# -------------------------------------------------------------------------
# var 사용 금지
# -------------------------------------------------------------------------
# Good: Bad:
# Enemy enemy = GetEnemy(); var enemy = GetEnemy();
# int count = 0; var count = 0;
csharp_style_var_for_built_in_types = false:warning
csharp_style_var_when_type_is_apparent = false:warning
csharp_style_var_elsewhere = false:warning
# -------------------------------------------------------------------------
# null 체크 스타일 강제
# -------------------------------------------------------------------------
# Good: Bad:
# animator?.Play("Run"); if (animator != null) animator.Play("Run");
# string name = playerName ?? "Unknown"; string name = playerName != null ? playerName : "Unknown";
# if (obj is null) { } if (object.ReferenceEquals(obj, null)) { }
csharp_style_conditional_delegate_call = true:warning
dotnet_style_null_propagation = true:warning
dotnet_style_coalesce_expression = true:warning
dotnet_style_prefer_is_null_check_over_reference_equality_method = true:warning
# -------------------------------------------------------------------------
# 패턴 매칭 강제 (as + null 체크 대신 is 패턴 사용)
# -------------------------------------------------------------------------
# Good: Bad:
# if (obj is Enemy enemy) Enemy enemy = obj as Enemy;
# { if (enemy != null)
# enemy.TakeDamage(); {
# } enemy.TakeDamage();
# }
csharp_style_pattern_matching_over_is_with_cast_check = true:warning
csharp_style_pattern_matching_over_as_with_null_check = true:warning
# not 패턴 (C# 9+)
# Good: if (obj is not null) Bad: if (!(obj is null))
# Good: if (enemy is not Dead) Bad: if (!(enemy is Dead))
csharp_style_prefer_not_pattern = true:warning
# -------------------------------------------------------------------------
# throw 표현식 강제
# -------------------------------------------------------------------------
# Good:
# target = player ?? throw new ArgumentNullException(nameof(player));
#
# Bad:
# if (player == null) throw new ArgumentNullException(nameof(player));
# target = player;
csharp_style_throw_expression = true:warning
# -------------------------------------------------------------------------
# 인라인 변수 선언 강제
# -------------------------------------------------------------------------
# Good: Bad:
# TryGetComponent(out Rigidbody rb); Rigidbody rb;
# TryGetComponent(out rb);
csharp_style_inlined_variable_declaration = true:warning
# -------------------------------------------------------------------------
# 튜플 해체 선언
# -------------------------------------------------------------------------
# Good: Bad:
# var (x, y) = GetPosition(); var pos = GetPosition();
# var x = pos.x; var y = pos.y;
csharp_style_deconstructed_variable_declaration = true:suggestion
# -------------------------------------------------------------------------
# 간단한 using 선언문
# -------------------------------------------------------------------------
# Good: Bad:
# using var stream = File.Open(...); using (var stream = File.Open(...))
# {
# }
csharp_prefer_simple_using_statement = true:suggestion
# -------------------------------------------------------------------------
# 인덱스 / 범위 연산자 (C# 8+)
# -------------------------------------------------------------------------
# Good: items[^1] Bad: items[items.Length - 1]
# Good: items[1..3] Bad: items.Skip(1).Take(2)
csharp_style_prefer_index_from_end = true:suggestion
csharp_style_prefer_range_operator = true:suggestion
# -------------------------------------------------------------------------
# switch 표현식 권장
# -------------------------------------------------------------------------
# Good: Bad:
# string label = state switch string label;
# { switch (state)
# GameState.Playing => "Playing", {
# GameState.Paused => "Paused", case GameState.Playing: label = "Playing"; break;
# _ => "Unknown" case GameState.Paused: label = "Paused"; break;
# }; default: label = "Unknown"; break;
# }
csharp_style_prefer_switch_expression = true:suggestion
# -------------------------------------------------------------------------
# 불필요한 코드 제거
# -------------------------------------------------------------------------
# object initializer
# Good: Bad:
# Enemy enemy = new Enemy Enemy enemy = new Enemy();
# { enemy.hp = 100;
# hp = 100, enemy.name = "Goblin";
# name = "Goblin"
# };
#
# 미사용 반환값은 _ 로 명시적으로 버리기
# Good: Bad:
# _ = TryGetComponent(out Rigidbody rb); TryGetComponent(out Rigidbody rb);
dotnet_style_object_initializer = true:warning
dotnet_style_collection_initializer = true:warning
dotnet_remove_unnecessary_suppression_exclusions = true
csharp_style_unused_value_assignment_preference = discard_variable:warning
csharp_style_unused_value_expression_statement_preference = discard_variable:warning
# -------------------------------------------------------------------------
# 단순화 강제
# -------------------------------------------------------------------------
# auto property
# Good: Bad:
# public int Hp { get; private set; } private int hp;
# public int Hp { get { return hp; } }
#
# boolean 단순화
# Good: Bad:
# return isAlive; return isAlive == true;
#
# 삼항 연산자 (suggestion - 복잡한 경우 강제 안 함)
# Good: Bad:
# int damage = isCrit ? 200 : 100; int damage;
# if (isCrit) damage = 200;
# else damage = 100;
dotnet_style_prefer_auto_properties = true:warning
dotnet_style_prefer_simplified_boolean_expressions = true:warning
dotnet_style_prefer_conditional_expression_over_assignment = true:suggestion
dotnet_style_prefer_conditional_expression_over_return = true:suggestion
# -------------------------------------------------------------------------
# 복합 할당 연산자
# -------------------------------------------------------------------------
# Good: hp -= damage; Bad: hp = hp - damage;
# Good: score += point; Bad: score = score + point;
dotnet_style_prefer_compound_assignment = true:warning
# -------------------------------------------------------------------------
# 타입 예약어 강제 (BCL 타입명 대신 C# 예약어 사용)
# -------------------------------------------------------------------------
# Good: Bad:
# int count = 0; Int32 count = 0;
# string name = "Player"; String name = "Player";
# object obj = new Enemy(); Object obj = new Enemy();
dotnet_style_predefined_type_for_locals_parameters_members = true:warning
dotnet_style_predefined_type_for_member_access = true:warning
# -------------------------------------------------------------------------
# expression-bodied 프로퍼티/접근자 강제, 메서드/생성자/로컬함수 금지
# -------------------------------------------------------------------------
# Good: Bad:
# public int CurrentHp => currentHp; public int CurrentHp
# {
# get { return currentHp; }
# }
#
# 메서드 / 생성자 / 로컬 함수는 expression-bodied 금지
# Good: Bad:
# public void TakeDamage(int damage) public void TakeDamage(int damage) => hp -= damage;
# {
# hp -= damage;
# }
csharp_style_expression_bodied_properties = true:warning
csharp_style_expression_bodied_accessors = true:warning
csharp_style_expression_bodied_indexers = true:warning
csharp_style_expression_bodied_operators = true:warning
csharp_style_expression_bodied_lambdas = true:suggestion
csharp_style_expression_bodied_methods = false:warning
csharp_style_expression_bodied_constructors = false:warning
csharp_style_expression_bodied_local_functions = false:warning
# -------------------------------------------------------------------------
# 한 줄 블록 금지 (포맷터 적용 시 자동 정리)
# -------------------------------------------------------------------------
# Good: Bad:
# if (isAlive) if (isAlive) { TakeDamage(); }
# {
# TakeDamage();
# }
# 주의: 이 설정은 경고가 아닌 포맷터 실행 시에만 적용됩니다.
csharp_preserve_single_line_blocks = false
csharp_preserve_single_line_statements = false
# -------------------------------------------------------------------------
# using 정렬
# -------------------------------------------------------------------------
# Good:
# using System.Collections;
# using System.Collections.Generic;
# using UnityEngine;
dotnet_sort_system_directives_first = true
dotnet_separate_import_directive_groups = false
csharp_using_directive_placement = outside_namespace:warning
# 네임스페이스는 폴더 구조와 일치
# Good: Assets/Scripts/Player/ → namespace Project.Player
dotnet_style_namespace_match_folder = true:suggestion
# -------------------------------------------------------------------------
# 네이밍 규칙
# -------------------------------------------------------------------------
# 주의: 더 구체적인 규칙(const 등)을 먼저 선언해야 올바르게 적용됩니다.
# 상수: UPPER_SNAKE_CASE (const modifier로 가장 구체적 → 최우선)
# Good: const int MAX_LEVEL = 100; Bad: const int MaxLevel = 100;
# Good: const float DEFAULT_SPEED = 5f; Bad: const float defaultSpeed = 5f;
dotnet_naming_rule.constants.severity = warning
dotnet_naming_rule.constants.symbols = constants
dotnet_naming_rule.constants.style = upper_snake_case
dotnet_naming_symbols.constants.applicable_kinds = field
dotnet_naming_symbols.constants.required_modifiers = const
dotnet_naming_style.upper_snake_case.capitalization = all_upper
dotnet_naming_style.upper_snake_case.word_separator = _
# private / protected 필드: camelCase (Unity 스타일 통일)
# Good: private int currentHp; Bad: private int _currentHp;
# Good: protected float baseSpeed; Bad: protected float _baseSpeed;
dotnet_naming_rule.private_fields.severity = warning
dotnet_naming_rule.private_fields.symbols = private_fields
dotnet_naming_rule.private_fields.style = camel_case_style
dotnet_naming_symbols.private_fields.applicable_kinds = field
dotnet_naming_symbols.private_fields.applicable_accessibilities = private, protected, protected_internal
# public 필드: camelCase (Unity Inspector 노출 필드 기준 - 일반 C# 컨벤션과 다름)
# Good: public float moveSpeed; Bad: public float MoveSpeed;
# Good: public int maxHealth; Bad: public int MaxHealth;
dotnet_naming_rule.public_fields.severity = warning
dotnet_naming_rule.public_fields.symbols = public_fields
dotnet_naming_rule.public_fields.style = camel_case_style
dotnet_naming_symbols.public_fields.applicable_kinds = field
dotnet_naming_symbols.public_fields.applicable_accessibilities = public, internal
dotnet_naming_style.camel_case_style.capitalization = camel_case
# 인터페이스: IPascalCase
# Good: interface IEnemy { } Bad: interface Enemy { }
# Good: interface IDamageable { } Bad: interface Damageable { }
dotnet_naming_rule.interfaces.severity = warning
dotnet_naming_rule.interfaces.symbols = interfaces
dotnet_naming_rule.interfaces.style = prefix_i
dotnet_naming_symbols.interfaces.applicable_kinds = interface
dotnet_naming_style.prefix_i.capitalization = pascal_case
dotnet_naming_style.prefix_i.required_prefix = I
# 클래스 / 구조체 / 열거형: PascalCase
# Good: class PlayerController { } Bad: class playerController { }
# Good: enum GameState { } Bad: enum gameState { }
dotnet_naming_rule.types.severity = warning
dotnet_naming_rule.types.symbols = types
dotnet_naming_rule.types.style = pascal_case_style
dotnet_naming_symbols.types.applicable_kinds = class, struct, enum, delegate
dotnet_naming_style.pascal_case_style.capitalization = pascal_case
# 메서드 / 프로퍼티 / 이벤트: PascalCase
# Good: public void TakeDamage() { } Bad: public void takeDamage() { }
# Good: public int CurrentHp { } Bad: public int currentHp { }
# Good: public event Action OnDeath; Bad: public event Action onDeath;
dotnet_naming_rule.members.severity = warning
dotnet_naming_rule.members.symbols = members
dotnet_naming_rule.members.style = pascal_case_style
dotnet_naming_symbols.members.applicable_kinds = method, property, event
# 매개변수 / 로컬 변수: camelCase
# Good: void Init(int maxHp) { } Bad: void Init(int MaxHp) { }
# Good: float moveSpeed = 5f; Bad: float MoveSpeed = 5f;
dotnet_naming_rule.parameters_and_locals.severity = warning
dotnet_naming_rule.parameters_and_locals.symbols = parameters_and_locals
dotnet_naming_rule.parameters_and_locals.style = camel_case_style
dotnet_naming_symbols.parameters_and_locals.applicable_kinds = parameter, local
# enum 멤버: PascalCase
# Good: GameState.Playing Bad: GameState.playing
# Good: GameState.GameOver Bad: GameState.GAME_OVER
dotnet_naming_rule.enum_members.severity = warning
dotnet_naming_rule.enum_members.symbols = enum_members
dotnet_naming_rule.enum_members.style = pascal_case_style
dotnet_naming_symbols.enum_members.applicable_kinds = enum_member
[*.{json,yaml,yml}]
indent_size = 2
[*.md]
trim_trailing_whitespace = false
[*.{asmdef,asmref}]
indent_size = 4
[*.shader]
indent_size = 4
[*.{compute,hlsl,cginc}]
indent_size = 4
[*.{uss,uxml}]
indent_size = 4

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Microsoft Visual Studio Solution File, Format Version 12.00
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "EchoClientTester", "EchoClientTester\EchoClientTester.csproj", "{F093EF72-D2FA-4C17-AE64-49B6A9839EEB}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{F093EF72-D2FA-4C17-AE64-49B6A9839EEB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{F093EF72-D2FA-4C17-AE64-49B6A9839EEB}.Debug|Any CPU.Build.0 = Debug|Any CPU
{F093EF72-D2FA-4C17-AE64-49B6A9839EEB}.Release|Any CPU.ActiveCfg = Release|Any CPU
{F093EF72-D2FA-4C17-AE64-49B6A9839EEB}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<RootNamespace>ClientTester</RootNamespace>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="LiteNetLib" Version="2.0.2" />
<PackageReference Include="protobuf-net" Version="3.2.56" />
<PackageReference Include="Serilog" Version="4.3.1" />
<PackageReference Include="Serilog.Sinks.Console" Version="6.0.0" />
</ItemGroup>
</Project>

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using LiteNetLib.Utils;
using Serilog;
namespace ClientTester.EchoDummyService;
public class DummyClientService
{
private readonly List<DummyClients> _clients;
private readonly int _sendInterval;
public DummyClientService(int count, string ip, int port, string key, int sendIntervalMs = 1000)
{
_sendInterval = sendIntervalMs;
_clients = Enumerable.Range(0, count)
.Select(i => new DummyClients(i, ip, port, key))
.ToList();
Log.Information("[SERVICE] {Count}개 클라이언트 생성 → {Ip}:{Port}", count, ip, port);
}
public async Task RunAsync(CancellationToken ct)
{
await Task.WhenAll(
PollLoopAsync(ct),
SendLoopAsync(ct)
);
}
private async Task PollLoopAsync(CancellationToken ct)
{
while (!ct.IsCancellationRequested)
{
foreach (var c in _clients)
c.PollEvents();
try { await Task.Delay(15, ct); }
catch (OperationCanceledException) { break; }
}
}
private async Task SendLoopAsync(CancellationToken ct)
{
try { await Task.Delay(500, ct); }
catch (OperationCanceledException) { return; }
int tick = 0;
while (!ct.IsCancellationRequested)
{
int sent = 0;
foreach (var client in _clients)
{
client.SendPing();
if (client.Peer != null) sent++;
}
Log.Information("[TICK {Tick:000}] {Sent}/{Total} 전송", tick, sent, _clients.Count);
tick++;
try { await Task.Delay(_sendInterval, ct); }
catch (OperationCanceledException) { break; }
}
}
public void PrintStats()
{
int totalSent = 0, totalRecv = 0;
int connected = 0;
Log.Information("════════════ Performance Report ════════════");
double totalAvgRtt = 0;
foreach (var c in _clients)
{
var stats = c.Peer?.Statistics;
long loss = stats?.PacketLoss ?? 0;
float lossPct = stats?.PacketLossPercent ?? 0f;
Log.Information(
"[Client {ClientId:00}] Sent={Sent} Recv={Recv} | Loss={Loss}({LossPct:F1}%) AvgRTT={AvgRtt:F3}ms LastRTT={LastRtt:F3}ms",
c.ClientId, c.SentCount, c.ReceivedCount, loss, lossPct, c.AvgRttMs, c.LastRttMs);
totalSent += c.SentCount;
totalRecv += c.ReceivedCount;
totalAvgRtt += c.AvgRttMs;
if (c.Peer != null) connected++;
}
double avgRtt = connected > 0 ? totalAvgRtt / connected : 0;
Log.Information("────────────────────────────────────────────");
Log.Information(
"[TOTAL] Sent={Sent} Recv={Recv} Connected={Connected}/{Total} AvgRTT={AvgRtt:F3}ms",
totalSent, totalRecv, connected, _clients.Count, avgRtt);
Log.Information("════════════════════════════════════════════");
}
public void Stop()
{
foreach (var c in _clients)
c.Stop();
Log.Information("[SERVICE] 모든 클라이언트 종료됨.");
}
}

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using System.Diagnostics;
using LiteNetLib;
using LiteNetLib.Utils;
using Serilog;
namespace ClientTester.EchoDummyService;
public class DummyClients
{
public NetManager Manager;
public EventBasedNetListener Listener;
public NetPeer? Peer;
public int ClientId;
// seq → 송신 타임스탬프 (Stopwatch tick)
private readonly Dictionary<int, long> _pendingPings = new();
private int _seqNumber;
// 통계
public int SentCount;
public int ReceivedCount;
public double LastRttMs;
public double TotalRttMs;
public int RttCount;
public DummyClients(int clientId, string ip, int port, string key)
{
ClientId = clientId;
Listener = new EventBasedNetListener();
Manager = new NetManager(Listener);
Listener.PeerConnectedEvent += peer =>
{
Peer = peer;
Log.Information("[Client {ClientId:00}] 연결됨", ClientId);
};
Listener.NetworkReceiveEvent += (peer, reader, channel, deliveryMethod) =>
{
var msg = reader.GetString();
// "ack:seq:{seqNum}" 파싱
var parts = msg.Split(':');
if (parts.Length == 3 && parts[0] == "ack" && parts[1] == "seq"
&& int.TryParse(parts[2], out int seq)
&& _pendingPings.TryGetValue(seq, out long sentTick))
{
double rttMs = (Stopwatch.GetTimestamp() - sentTick)
* 1000.0 / Stopwatch.Frequency;
LastRttMs = rttMs;
TotalRttMs += rttMs;
RttCount++;
_pendingPings.Remove(seq);
}
ReceivedCount++;
reader.Recycle();
};
Listener.PeerDisconnectedEvent += (peer, info) =>
{
Log.Warning("[Client {ClientId:00}] 연결 끊김: {Reason}", ClientId, info.Reason);
Peer = null;
};
Manager.Start();
Manager.Connect(ip, port, key);
}
public void SendPing()
{
if (Peer is null) return;
int seq = _seqNumber++;
_pendingPings[seq] = Stopwatch.GetTimestamp();
var writer = new NetDataWriter();
writer.Put($"seq:{seq}");
Peer.Send(writer, DeliveryMethod.ReliableOrdered);
SentCount++;
}
public double AvgRttMs => RttCount > 0 ? TotalRttMs / RttCount : 0.0;
public void PollEvents() => Manager.PollEvents();
public void Stop() => Manager.Stop();
}

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using ProtoBuf;
namespace ClientTester.Packet;
// ============================================================
// 공통 타입
// ============================================================
[ProtoContract]
public class Vector3
{
[ProtoMember(1)]
public float X
{
get;
set;
}
[ProtoMember(2)]
public float Y
{
get;
set;
}
[ProtoMember(3)]
public float Z
{
get;
set;
}
}
[ProtoContract]
public class PlayerInfo
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public string Nickname
{
get;
set;
}
[ProtoMember(3)]
public int Level
{
get;
set;
}
[ProtoMember(4)]
public int Hp
{
get;
set;
}
[ProtoMember(5)]
public int MaxHp
{
get;
set;
}
[ProtoMember(6)]
public int Mp
{
get;
set;
}
[ProtoMember(7)]
public int MaxMp
{
get;
set;
}
[ProtoMember(8)]
public Vector3 Position
{
get;
set;
}
[ProtoMember(9)]
public float RotY
{
get;
set;
}
}
[ProtoContract]
public class ItemInfo
{
[ProtoMember(1)]
public int ItemId
{
get;
set;
}
[ProtoMember(2)]
public int Count
{
get;
set;
}
}
// ============================================================
// 인증
// ============================================================
// RECV_TOKEN
[ProtoContract]
public class RecvTokenPacket
{
[ProtoMember(1)]
public string Token
{
get;
set;
}
}
// LOAD_GAME
[ProtoContract]
public class LoadGamePacket
{
[ProtoMember(1)]
public bool IsAccepted
{
get;
set;
}
[ProtoMember(2)]
public PlayerInfo Player
{
get;
set;
}
}
// ============================================================
// 로비
// ============================================================
// INTO_LOBBY
[ProtoContract]
public class IntoLobbyPacket
{
[ProtoMember(1)]
public List<PlayerInfo> Players
{
get;
set;
}
}
// EXIT_LOBBY
[ProtoContract]
public class ExitLobbyPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
}
// ============================================================
// 인스턴스 던전
// ============================================================
public enum BossState
{
START,
END,
PHASE_CHANGE
}
public enum BossResult
{
SUCCESS,
FAIL
}
// INTO_INSTANCE
[ProtoContract]
public class IntoInstancePacket
{
[ProtoMember(1)]
public int InstanceId
{
get;
set;
}
[ProtoMember(2)]
public int BossId
{
get;
set;
}
[ProtoMember(3)]
public List<int> PlayerIds
{
get;
set;
}
}
// UPDATE_BOSS
[ProtoContract]
public class UpdateBossPacket
{
[ProtoMember(1)]
public BossState State
{
get;
set;
}
[ProtoMember(2)]
public int Phase
{
get;
set;
}
[ProtoMember(3)]
public BossResult Result
{
get;
set;
} // END일 때만 유효
}
// REWARD_INSTANCE
[ProtoContract]
public class RewardInstancePacket
{
[ProtoMember(1)]
public int Exp
{
get;
set;
}
[ProtoMember(2)]
public List<ItemInfo> Items
{
get;
set;
}
}
// EXIT_INSTANCE
[ProtoContract]
public class ExitInstancePacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
}
// ============================================================
// 파티
// ============================================================
public enum PartyUpdateType
{
CREATE,
DELETE
}
public enum UserPartyUpdateType
{
JOIN,
LEAVE
}
// UPDATE_PARTY
[ProtoContract]
public class UpdatePartyPacket
{
[ProtoMember(1)]
public int PartyId
{
get;
set;
}
[ProtoMember(2)]
public PartyUpdateType Type
{
get;
set;
}
[ProtoMember(3)]
public int LeaderId
{
get;
set;
}
}
// UPDATE_USER_PARTY
[ProtoContract]
public class UpdateUserPartyPacket
{
[ProtoMember(1)]
public int PartyId
{
get;
set;
}
[ProtoMember(2)]
public int PlayerId
{
get;
set;
}
[ProtoMember(3)]
public UserPartyUpdateType Type
{
get;
set;
}
}
// ============================================================
// 플레이어
// ============================================================
public enum PlayerActionType
{
IDLE,
MOVE,
ATTACK,
SKILL,
DODGE,
DIE,
REVIVE
}
// TRANSFORM_PLAYER
[ProtoContract]
public class TransformPlayerPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public Vector3 Position
{
get;
set;
}
[ProtoMember(3)]
public float RotY
{
get;
set;
}
}
// ACTION_PLAYER
[ProtoContract]
public class ActionPlayerPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public PlayerActionType Action
{
get;
set;
}
[ProtoMember(3)]
public int SkillId
{
get;
set;
} // ATTACK, SKILL일 때
[ProtoMember(4)]
public int TargetId
{
get;
set;
} // 공격 대상
}
// STATE_PLAYER
[ProtoContract]
public class StatePlayerPacket
{
[ProtoMember(1)]
public int PlayerId
{
get;
set;
}
[ProtoMember(2)]
public int Hp
{
get;
set;
}
[ProtoMember(3)]
public int MaxHp
{
get;
set;
}
[ProtoMember(4)]
public int Mp
{
get;
set;
}
[ProtoMember(5)]
public int MaxMp
{
get;
set;
}
}
// ============================================================
// NPC
// ============================================================
public enum NpcActionType
{
IDLE,
MOVE,
ATTACK,
SKILL,
DIE
}
// TRANSFORM_NPC
[ProtoContract]
public class TransformNpcPacket
{
[ProtoMember(1)]
public int NpcId
{
get;
set;
}
[ProtoMember(2)]
public Vector3 Position
{
get;
set;
}
[ProtoMember(3)]
public float RotY
{
get;
set;
}
}
// ACTION_NPC
[ProtoContract]
public class ActionNpcPacket
{
[ProtoMember(1)]
public int NpcId
{
get;
set;
}
[ProtoMember(2)]
public NpcActionType Action
{
get;
set;
}
[ProtoMember(3)]
public int PatternId
{
get;
set;
} // 사용 패턴/스킬 번호
[ProtoMember(4)]
public int TargetId
{
get;
set;
}
}
// STATE_NPC
[ProtoContract]
public class StateNpcPacket
{
[ProtoMember(1)]
public int NpcId
{
get;
set;
}
[ProtoMember(2)]
public int Hp
{
get;
set;
}
[ProtoMember(3)]
public int MaxHp
{
get;
set;
}
[ProtoMember(4)]
public int Phase
{
get;
set;
}
}
// ============================================================
// 데미지
// ============================================================
// DAMAGE
[ProtoContract]
public class DamagePacket
{
[ProtoMember(1)]
public int AttackerId
{
get;
set;
}
[ProtoMember(2)]
public int TargetId
{
get;
set;
}
[ProtoMember(3)]
public int Amount
{
get;
set;
}
[ProtoMember(4)]
public bool IsCritical
{
get;
set;
}
}

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@@ -0,0 +1,61 @@
namespace ClientTester.Packet;
public enum PacketCode
{
NONE,
// 초기 클라이언트 시작시 jwt토큰 받아옴
RECV_TOKEN,
// jwt토큰 검증후 게임에 들어갈지 말지 (내 데이터도 전송)
LOAD_GAME,
// 마을(로비)진입시 모든 데이터 로드
INTO_LOBBY,
// 로비 나가기
EXIT_LOBBY,
// 인스턴스 던전 입장
INTO_INSTANCE,
// 결과 보상
REWARD_INSTANCE,
// 보스전 (시작, 종료)
UPDATE_BOSS,
// 인스턴스 던전 퇴장
EXIT_INSTANCE,
// 파티 (생성, 삭제)
UPDATE_PARTY,
// 파티 유저 업데이트(추가 삭제)
UPDATE_USER_PARTY,
// 플레이어 위치, 방향
TRANSFORM_PLAYER,
// 플레이어 행동 업데이트
ACTION_PLAYER,
// 플레이어 스테이트 업데이트
STATE_PLAYER,
// NPC 위치, 방향
TRANSFORM_NPC,
// NPC 행동 업데이트
ACTION_NPC,
// NPC 스테이트 업데이트
STATE_NPC,
// 데미지 UI 전달
DAMAGE
}
public class PacketHeader
{
public PacketCode Code;
public int BodyLength;
}

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using ClientTester.EchoDummyService;
using Serilog;
Log.Logger = new LoggerConfiguration()
.WriteTo.Console()
.CreateLogger();
const string SERVER_IP = "localhost";
const int SERVER_PORT = 9500;
const string CONNECTION_KEY = "game";
const int CLIENT_COUNT = 1000;
var cts = new CancellationTokenSource();
Console.CancelKeyPress += (_, e) =>
{
e.Cancel = true;
Log.Warning("[SHUTDOWN] Ctrl+C 감지, 종료 중...");
cts.Cancel();
};
var service = new DummyClientService(CLIENT_COUNT, SERVER_IP, SERVER_PORT, CONNECTION_KEY, 100);
await service.RunAsync(cts.Token);
service.PrintStats();
service.Stop();
Log.CloseAndFlush();

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@@ -0,0 +1,48 @@
using LiteNetLib;
using LiteNetLib.Utils;
const int PORT = 9500;
const string CONNECTION_KEY = "game";
var listener = new EventBasedNetListener();
var server = new NetManager(listener);
listener.ConnectionRequestEvent += request =>
{
request.AcceptIfKey(CONNECTION_KEY);
};
listener.PeerConnectedEvent += peer =>
{
Console.WriteLine($"[CONNECT] {peer.Port} (ID:{peer.Id}, Total:{server.ConnectedPeersCount})");
};
listener.PeerDisconnectedEvent += (peer, info) =>
{
Console.WriteLine($"[DISCONNECT] {peer.Port} Reason:{info.Reason} (Remaining:{server.ConnectedPeersCount})");
};
listener.NetworkReceiveEvent += (fromPeer, reader, channel, deliveryMethod) =>
{
var msg = reader.GetString();
Console.WriteLine($"[RECV] ID:{fromPeer.Id} → {msg}");
// 클라이언트 ReceivedCount 증가시키려면 응답 필요
var writer = new NetDataWriter();
writer.Put($"ack:{msg}");
fromPeer.Send(writer, deliveryMethod);
reader.Recycle();
};
server.Start(PORT);
Console.WriteLine($"[SERVER] Started on port {PORT}. Press Enter to stop.");
while (!Console.KeyAvailable)
{
server.PollEvents();
Thread.Sleep(15);
}
server.Stop();
Console.WriteLine("[SERVER] Stopped.");

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@@ -0,0 +1,14 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="LiteNetLib" Version="2.0.2" />
</ItemGroup>
</Project>