Beispiel #1
0
        /// <summary>
        ///     Create a new game bot
        /// </summary>
        /// <param name="details">Auth info</param>
        /// <param name="reconnectDelay">
        ///     Delay between reconnection attempts to steam, set to a negative value to disable
        ///     reconnecting
        /// </param>
        /// <param name="contrs">Game controllers</param>
        public DotaBot(SteamUser.LogOnDetails details, double reconnectDelay = 2000)
        {
            log = LogManager.GetLogger("Bot " + details.Username);
            log.Debug("Initializing a new LobbyBot w/username " + details.Username);

            _logonDetails = details;

            if (reconnectDelay < 0)
            {
                reconnectDelay   = 10;
                _shouldReconnect = false;
            }

            _reconnectTimer          = new Timer(reconnectDelay);
            _reconnectTimer.Elapsed += (sender, args) => _state.Fire(Trigger.ConnectRequested);

            _state = new StateMachine <State, Trigger>(State.SignedOff);
            _state.OnTransitioned((transition =>
            {
                log.DebugFormat("{0} => {1}", transition.Source.ToString("G"), transition.Destination.ToString("G"));
                StateTransitioned?.Invoke(this, transition);
            }));

            _state.Configure(State.Conceived)
            .Permit(Trigger.ShutdownRequested, State.SignedOff);

            _state.Configure(State.SignedOff)
            .SubstateOf(State.Conceived)
            .Ignore(Trigger.SteamDisconnected)
            .OnEntryFrom(Trigger.SteamInvalidCreds, () => InvalidCreds?.Invoke(this, EventArgs.Empty))
            .PermitIf(Trigger.ConnectRequested, State.Steam, () => _isRunning);

            _state.Configure(State.RetryConnection)
            .SubstateOf(State.SignedOff)
            .OnExit(() => _reconnectTimer.Stop())
            .OnEntry(() => _reconnectTimer.Start())
            .Permit(Trigger.ConnectRequested, State.Steam);

            _state.Configure(State.Steam)
            .SubstateOf(State.Conceived)
            .Permit(Trigger.SteamConnected, State.Dota)
            .PermitDynamic(Trigger.SteamDisconnected,
                           () => _shouldReconnect ? State.RetryConnection : State.SignedOff)
            .Permit(Trigger.SteamInvalidCreds, State.SignedOff)
            .OnEntry(StartSteamConnection)
            .OnExit(ReleaseSteamConnection);

            _state.Configure(State.Dota)
            .SubstateOf(State.Steam)
            .Permit(Trigger.DotaConnected, State.DotaMenu)
            .PermitReentry(Trigger.DotaDisconnected)
            .Permit(Trigger.DotaEnteredLobbyUI, State.DotaLobby)
            .Permit(Trigger.DotaEnteredLobbyPlay, State.DotaPlay)
            .OnEntryFrom(Trigger.SteamConnected, StartDotaGCConnection);

            _state.Configure(State.DotaMenu)
            .SubstateOf(State.Dota)
            .Permit(Trigger.DotaEnteredLobbyUI, State.DotaLobby)
            .Permit(Trigger.DotaEnteredLobbyPlay, State.DotaPlay);

            _state.Configure(State.DotaLobby)
            .SubstateOf(State.Dota)
            .Ignore(Trigger.DotaEnteredLobbyUI)
            .Permit(Trigger.DotaEnteredLobbyPlay, State.DotaPlay)
            .Permit(Trigger.DotaNoLobby, State.DotaMenu)
            .OnEntry(JoinLobbySlot)
            .OnEntry(JoinLobbyChat)
            .OnExit(LeaveLobbyChat);

            _state.Configure(State.DotaPlay)
            .SubstateOf(State.Dota)
            .Ignore(Trigger.DotaEnteredLobbyPlay)
            .Permit(Trigger.DotaEnteredLobbyUI, State.DotaLobby)
            .Permit(Trigger.DotaNoLobby, State.DotaMenu);
        }
Beispiel #2
0
        /// <summary>
        /// Create a Twitch chatbot.
        /// </summary>
        public ChatBot(AuthInfo info, bool whisper, int reconnectTime = 3000)
        {
            WhisperClient    = whisper;
            _joinedChannels  = new HashSet <string>();
            _authInfo        = info;
            _shouldReconnect = reconnectTime > 0;
            if (_shouldReconnect)
            {
                _reconnectTimer          = new Timer(reconnectTime);
                _reconnectTimer.Elapsed += (sender, args) =>
                {
                    _reconnectTimer.Stop();
                    _stateMachine.Fire(Trigger.ConnectRequested);
                };
            }

            var _state = _stateMachine = new StateMachine <State, Trigger>(State.SignedOff);

            _state.OnTransitioned((transition =>
            {
                _log.DebugFormat("{0} => {1}", transition.Source.ToString("G"), transition.Destination.ToString("G"));
            }));

            _state.Configure(State.Conceived)
            .Permit(Trigger.DisconnectRequested, State.SignedOff);

            _state.Configure(State.SignedOff)
            .SubstateOf(State.Conceived)
            .Ignore(Trigger.Disconnected)
            .OnEntryFrom(Trigger.AuthInvalid, () => InvalidCreds?.Invoke(this, EventArgs.Empty))
            .PermitIf(Trigger.ConnectRequested, whisper ? State.TwitchGroupApi : State.Authenticating, () => _running);

            _state.Configure(State.RetryConnection)
            .SubstateOf(State.SignedOff)
            .OnExit(() => _reconnectTimer.Stop())
            .OnEntry(() => _reconnectTimer.Start())
            .PermitDynamic(Trigger.ConnectRequested, () => whisper ? State.TwitchGroupApi : State.Twitch);

            _state.Configure(State.TwitchGroupApi)
            .SubstateOf(State.Conceived)
            .OnEntry(CheckGroupApi)
            .Permit(Trigger.ApiCheckFailed, State.RetryConnection)
            .Permit(Trigger.GroupInfoReceived, State.Authenticating);

            _state.Configure(State.Twitch)
            .SubstateOf(State.Conceived)
            .Permit(Trigger.Connected, State.Authenticating)
            .PermitDynamic(Trigger.Disconnected,
                           () => _shouldReconnect ? State.RetryConnection : State.SignedOff)
            .Permit(Trigger.AuthInvalid, State.SignedOff)
            .OnEntry(InitializeTwitchConnection)
            .OnExit(ReleaseTwitchConnection);

            _state.Configure(State.Authenticating)
            .SubstateOf(State.Twitch)
            .Permit(Trigger.SignedIn, State.Ready)
            .PermitReentry(Trigger.AuthRetry)
            .Permit(Trigger.AuthInvalid, State.SignedOff);

            _state.Configure(State.Ready)
            .SubstateOf(State.Twitch)
            .OnEntry(() => Ready?.Invoke(this, EventArgs.Empty))
            .OnExit(() => Unready?.Invoke(this, EventArgs.Empty));
        }