Beispiel #1
0
        private void revealCharOfWord(object sender, RoomInfo roomInfo)
        {
            bool fullyRevealed = false;

            if (roomInfo.CurrentWordRevealed.Count == 0)
            {
                // make placeholder for every char in word
                foreach (char c in roomInfo.CurrentWord)
                {
                    roomInfo.CurrentWordRevealed.Add('_');
                }
            }
            else
            {
                // get unrevelead chars
                List <int> unrevealedChars = new List <int>();
                for (int i = 0; i < roomInfo.CurrentWordRevealed.Count; i++)
                {
                    if (roomInfo.CurrentWordRevealed[i] == '_')
                    {
                        unrevealedChars.Add(i);
                    }
                }

                // get random index
                int randomIdx = unrevealedChars[Server.rand.Next(unrevealedChars.Count)];

                // reveal char
                roomInfo.CurrentWordRevealed[randomIdx] = roomInfo.CurrentWord[randomIdx];

                fullyRevealed = unrevealedChars.Count == 1;
            }

            // send partly revealed word to all players, except drawer
            var players = this.getPlayersInGameExceptDrawer(roomInfo);


            // check if word is fully revealed
            string revealedWord;

            if (fullyRevealed)
            {
                (sender as Timer).Stop();

                revealedWord = string.Join(" ", roomInfo.CurrentWord);
            }
            else
            {
                revealedWord = string.Join(" ", roomInfo.CurrentWordRevealed);
            }

            var choosedWordInfo = new ChoosedWordInfo {
                Word = revealedWord
            };

            foreach (var player in players)
            {
                player.send(choosedWordInfo);
            }

            if (fullyRevealed)
            {
                this.nextDrawer(roomInfo);
            }
        }
Beispiel #2
0
        private void Server_ObjectReceived(object sender, AdvancedNetworkLib.ObjectReceivedEventArgs e)
        {
            AdvancedNetworkLib.Client client   = (sender as AdvancedNetworkLib.Client);
            ClientUserData            userData = client.UserData as ClientUserData;
            RoomInfo roomInfo = this.rooms.Find(c => c.Name == userData?.RoomName);

            var obj = e.Object;

            if (obj is ServerPassword)
            {
                ServerPassword serverPassword = obj as ServerPassword;
                this.checkServerPassword(client, serverPassword);
            }
            else if (obj is ChangeState)
            {
                var         oldState    = userData.State;
                ChangeState changeState = obj as ChangeState;
                userData.State = changeState.State;

                if (userData.State == State.RoomChoice)
                {
                    userData.PlayerName = string.Empty;
                    userData.RoomName   = string.Empty;
                    userData.Password   = 0;
                    userData.IsDrawing  = false;
                    userData.Points     = 0;
                    userData.Host       = false;

                    // if player was in lobby
                    if (oldState == State.Lobby || oldState == State.LobbyReady)
                    {
                        this.sendLobbyListToAll(roomInfo);
                    }

                    // if player was in game
                    if (oldState == State.Game)
                    {
                        // check if only one player is left in game
                        var playersInGame = this.getPlayersInGame(roomInfo);
                        if (playersInGame.Count() == 1)
                        {
                            // kick last player in game
                            playersInGame.First().send(new KickedNoMorePlayer());
                        }
                        else if (playersInGame.Count() > 1)
                        {
                            // update ranklist for players in game
                            this.sendRankListToAll(roomInfo);
                        }
                    }

                    // update and send roomlist
                    this.sendRoomListToAll();
                }
                else if (userData.State == State.RoomCreation)
                {
                    string randomRoomName = string.Empty;

                    // generate random room name
                    // TODO: better performance when checking host boolean first
                    int i = 1000;
                    while (Server.Clients.Count(c => (c.UserData as ClientUserData).RoomName == (randomRoomName = $"Room{Server.rand.Next(0, 999).ToString().PadLeft(3, '0')}") && (c.UserData as ClientUserData).Host) > 0 && i-- > 0)
                    {
                    }

                    client.send(new RandomRoomName {
                        Name = randomRoomName
                    });
                }
                else if (userData.State == State.LobbyReady || userData.State == State.Lobby)
                {
                    if (userData.PlayerName == string.Empty)
                    {
                        string randomPlayerName = string.Empty;

                        // generate random room name

                        var players = this.getPlayers(roomInfo);
                        while (players.Any(p =>
                        {
                            return((p.UserData as ClientUserData).PlayerName == (randomPlayerName = $"Player{Server.rand.Next(0, 999).ToString().PadLeft(3, '0')}"));
                        }))
                        {
                        }

                        userData.PlayerName = randomPlayerName;

                        client.send(new RandomPlayerName {
                            Name = randomPlayerName
                        });

                        // update and send lobbylist
                        this.sendLobbyListToAll(roomInfo);
                    }
                    else
                    {
                        string newPlayerName = changeState.Data as string;

                        // check if any player has already the same name
                        int playerWithSameName = Server.Clients.Count(c => c.UserData != null && c != client && (c.UserData as ClientUserData).RoomName == userData.RoomName && (c.UserData as ClientUserData).PlayerName == newPlayerName);

                        if (playerWithSameName > 0)
                        {
                            client.send(new Error {
                                Job = Job.NameChange
                            });
                        }
                        else
                        {
                            // name is free and will be used
                            userData.PlayerName = newPlayerName;

                            if (userData.Host)
                            {
                                client.send(new Success {
                                    Job = Job.NameChange
                                });
                            }
                            else
                            {
                                bool hostIsPlaying = Server.Clients.Count(c => c.UserData != null && (c.UserData as ClientUserData).RoomName == userData.RoomName && (c.UserData as ClientUserData).Host && (c.UserData as ClientUserData).State == State.Game) > 0;

                                client.send(new Success {
                                    Job = hostIsPlaying ? Job.GameStart : Job.NameChange
                                });
                            }

                            // update and send lobbylist
                            this.sendLobbyListToAll(roomInfo);
                        }
                    }

                    // update and send roomlist
                    this.sendRoomListToAll();
                }
                else if (userData.State == State.Game)
                {
                    if (userData.Host)
                    {
                        // send ranklist
                        this.sendRankListToAll(roomInfo);

                        // tell other players that the game starts
                        var players = this.getPlayersInLobbyAndReady(roomInfo);
                        this.sendObjectToPlayers(players, new StartGame());
                    }
                    else
                    {
                        // check if player joins later
                        if (this.rooms.Exists(c => c.Name == userData.RoomName && c.Started))
                        {
                            // this player joins later
                            // send ranklist
                            this.sendRankListToAll(roomInfo);

                            // get current drawer and send drawing request
                            var currentDrawer = this.getCurrentDrawer(roomInfo);
                            if (currentDrawer != null)
                            {
                                currentDrawer.send(new DrawingRequest());
                            }
                        }
                        else
                        {
                            // count players in lobby
                            var playersInLobbyCount = this.getPlayersInLobbyAndReady(roomInfo).Count();

                            // start game when all players are in the game
                            if (playersInLobbyCount == 0)
                            {
                                // start game for the first time
                                roomInfo.Started = true;

                                // start first round
                                this.startRound(roomInfo);
                            }
                        }
                    }

                    this.sendRoomListToAll();
                }

                this.updateCountLabels();
            }
            else if (obj is CreateRoom)
            {
                CreateRoom createRoom = obj as CreateRoom;
                this.createRoom(client, createRoom);
            }
            else if (obj is JoinRoom)
            {
                JoinRoom joinRoom = obj as JoinRoom;
                this.joinRoom(client, joinRoom);
            }
            else if (obj is StartGame)
            {
                int playerCount      = this.getPlayers(roomInfo).Count();
                int playerCountReady = this.getPlayersInLobbyAndReady(roomInfo).Count();
                if (playerCount != playerCountReady || playerCount < 2)
                {
                    client.send(new Error {
                        Job = Job.GameStart
                    });
                }
                else
                {
                    client.send(new Success {
                        Job = Job.GameStart
                    });
                }
            }
            else if (obj is ChatMessage)
            {
                var chatMessage = obj as ChatMessage;
                chatMessage.PlayerName = userData.PlayerName;

                // get all clients in the same room and that are playing
                var players = this.getPlayersInGame(roomInfo);

                // check if entered word is equal to searched word
                bool foundWord = (roomInfo.CurrentWord.ToLower() == chatMessage.Text.ToLower());

                if (foundWord && (roomInfo.RoundInfo.PlayerTimes.ContainsKey(userData.PlayerName) || userData.IsDrawing))
                {
                    client.send(new WhatDoYouWantInfo());
                }
                else
                {
                    var foundWordInfo = foundWord ? new FoundWordInfo {
                        PlayerName = userData.PlayerName
                    } : null;

                    if (foundWord)
                    {
                        // give points
                        roomInfo.RoundInfo.PlayerTimes.Add(userData.PlayerName, 500 * ((players.Count() - 1) - roomInfo.RoundInfo.PlayerTimes.Count));
                    }

                    foreach (var player in players)
                    {
                        if (foundWord)
                        {
                            player.send(foundWordInfo);
                        }
                        else
                        {
                            player.send(chatMessage);
                        }
                    }

                    // check if this is the last player that found the word
                    if (foundWord && roomInfo.RoundInfo.PlayerTimes.Count == players.Count() - 1)
                    {
                        // end round
                        roomInfo.RoundInfo.WordUpdateTimer.Stop();

                        // send revealed word
                        string revealedWord    = string.Join(" ", roomInfo.CurrentWord);
                        var    choosedWordInfo = new ChoosedWordInfo {
                            Word = revealedWord
                        };

                        this.sendObjectToPlayers(players, choosedWordInfo);

                        this.nextDrawer(roomInfo);
                    }
                }
            }
            else if (obj is Drawing)
            {
                // get every player in the same room, except drawer
                var players = this.getPlayersInGameExceptDrawer(roomInfo);
                this.sendObjectToPlayers(players, obj);
            }
            else if (obj is ChoosedWord)
            {
                var choosenWord = obj as ChoosedWord;

                roomInfo.CurrentWord = choosenWord.Word;
                roomInfo.CurrentWordRevealed.Clear();

                // store choosen word to list with choosen words => solution is a bit ugly
                roomInfo.ChoosenWordIndices.Add(this.wordList.IndexOf(this.wordList.First(w => w.Word == choosenWord.Word)));

                var timer = roomInfo.RoundInfo.WordUpdateTimer = new Timer();
                timer.Interval = (int)((this.roundDuration * 1000.0) / choosenWord.Word.Length);
                timer.Tick    += (s2, e2) => this.revealCharOfWord(s2, roomInfo);
                this.revealCharOfWord(timer, roomInfo);
                timer.Start();
            }
            else if (obj is KickedByHost)
            {
                var playerName = (obj as KickedByHost).PlayerName;
                var player     = this.getPlayerByName(playerName);
                player?.send(obj);
            }
        }