Beispiel #1
0
        public void ArchiveGameStateOfPreviousGame(GameState newState)
        {
            if (IsInDebugMode && LastGameStateOfPreviousGame != null)
            {
                /* Save the previous game state, as it was the end of the last game: */
                Guid   gameGuid          = Guid.NewGuid();
                string fileName          = String.Format("GameState.{0}.ext", gameGuid);
                string historyFolder     = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
                string historyFolderName = String.Format("{0}History", Solver.GetType().Name);
                historyFolder = Path.Combine(historyFolder, historyFolderName);

                if (!Directory.Exists(historyFolder))
                {
                    Directory.CreateDirectory(historyFolder);
                }

                string BinaryGameStateFilePath = Path.ChangeExtension(Path.Combine(historyFolder, fileName), ".bin");
                string XmlGameStateFilePath    = Path.ChangeExtension(Path.Combine(historyFolder, fileName), ".xml");
                LastGameStateOfPreviousGame.SaveGameState(BinaryGameStateFilePath, FileType.Binary);
                LastGameStateOfPreviousGame.SaveGameState(XmlGameStateFilePath, FileType.Xml);
            }
        }
Beispiel #2
0
        /// <summary>
        /// The StartTime property should be set before calling Run() (unless IgnoreTimer is set to true).
        /// </summary>
        public void Run(IEnumerable <RawCellData> cells)
        {
            /* Determine file paths: */
            string exeFolder = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);

            BinaryGameStateFilePath = Path.Combine(exeFolder, "GameState.bin");
            XmlGameStateFilePath    = Path.Combine(exeFolder, "GameState.xml");

            /* Determine previous game state (this will be saved when a new game starts): */
            if (File.Exists(BinaryGameStateFilePath))
            {
                LastGameStateOfPreviousGame = GameState.LoadGameState(BinaryGameStateFilePath, FileType.Binary);
            }
            else
            if (File.Exists(XmlGameStateFilePath))
            {
                LastGameStateOfPreviousGame = GameState.LoadGameState(XmlGameStateFilePath, FileType.Xml);
            }
            else
            {
                LastGameStateOfPreviousGame = null;
            }

            /* Backup existing files: */
            if (IsInDebugMode)
            {
                if (File.Exists(BinaryGameStateFilePath))
                {
                    string backupFileName = Path.ChangeExtension(BinaryGameStateFilePath, ".bak.bin");
                    File.Copy(BinaryGameStateFilePath, backupFileName, true /*overWrite*/);
                }

                if (File.Exists(XmlGameStateFilePath))
                {
                    string backupFileName = Path.ChangeExtension(XmlGameStateFilePath, ".bak.xml");
                    File.Copy(XmlGameStateFilePath, backupFileName, true /*overWrite*/);
                }
            }

            /* Create the initial game state: */
            CurrentGameState = LastGameStateOfPreviousGame == null ? new GameState() : LastGameStateOfPreviousGame.Clone();

            /* Run the solver: */
            CurrentGameState.NewGameDetected += ArchiveGameStateOfPreviousGame;
            try
            {
                /* Set up the new game state: */
                CurrentGameState.LoadRawCellData(cells);
                Run();
            }
            finally
            {
                /* Ensure no memory leaks due to dangling events: */
                CurrentGameState.NewGameDetected -= ArchiveGameStateOfPreviousGame;
            }
        }