/
Multiplayer.cs
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/
Multiplayer.cs
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using ClashEngine.NET;
using ClashEngine.NET.Interfaces.Net;
using ClashEngine.NET.Net;
namespace Kingdoms_Clash.NET
{
using Interfaces;
using Interfaces.Controllers;
using Interfaces.Map;
using Interfaces.Player;
using Interfaces.Units;
/// <summary>
/// Stan-ekran gry wieloosobowej.
/// </summary>
public class Multiplayer
: Screen, IMultiplayer, IGameStateScreen
{
private static NLog.Logger Logger = NLog.LogManager.GetLogger("KingdomsClash.NET");
#region Private
private uint UserId;
private IClient Client;
private IMultiplayerSettings MainSettings;
private List<IPlayerData> PlayersInLobby;
private List<string> AvailableNations;
private bool InGame = false;
private PlayerType PlayerType = PlayerType.Spectator;
private List<IResourceOnMap> Resources = new List<IResourceOnMap>();
private Dictionary<GameMessageType, Func<Message, bool>> InGameHandlers = new Dictionary<GameMessageType, Func<Message, bool>>();
private Dictionary<GameMessageType, Func<Message, bool>> NonInGameHandlers = new Dictionary<GameMessageType, Func<Message, bool>>();
private Dictionary<GameMessageType, Func<Message, bool>> OthersHandlers = new Dictionary<GameMessageType, Func<Message, bool>>();
private UserData.ClientLoader UserData;
#endregion
#region IGameState Members
#region Properties
/// <summary>
/// Ustawienia gry.
/// </summary>
public IGameplaySettings Settings { get; private set; }
/// <summary>
/// Tablica dwóch, aktualnie grających, graczy.
/// </summary>
public IPlayer[] Players { get; private set; }
/// <summary>
/// Mapa.
/// </summary>
public IMap Map { get; private set; }
/// <summary>
/// Kontroler(tryb) gry.
/// </summary>
public IGameController Controller { get; private set; }
#endregion
#region Methods
//Nie używamy - kontroler tylko steruje "na bierząco" grą, ale to serwer o wszytkim decyduje
//TODO: zastanowić się nad sensem używania kontrolera gry i reguł zwycięstwa w kliencie
/// <summary>
/// Resetuje stan gry(zaczyna od początku).
/// </summary>
public void Reset()
{
}
/// <summary>
/// Dodaje jednostkę do gry.
/// </summary>
/// <param name="unit">Jednostka.</param>
public void Add(IUnit unit)
{
}
/// <summary>
/// Dodaje zasób do gry.
/// </summary>
/// <param name="resource">Zasób.</param>
public void Add(IResourceOnMap resource)
{
}
/// <summary>
/// Usuwa jednostkę z gry.
/// Musimy zapewnić poprawny przebieg encji, więc dodajemy do kolejki oczekujących na usunięcie.
/// </summary>
/// <param name="unit">Jednostka.</param>
public void Kill(IUnit unit)
{
}
/// <summary>
/// Usuwa zasób z gry.
/// Musimy zapewnić poprawny przebieg encji, więc dodajemy do kolejki oczekujących na usunięcie.
/// </summary>
/// <param name="resource">Zasób.</param>
public void Gather(IResourceOnMap resource, IUnit by)
{
}
#endregion
#endregion
#region IMultiplayer Members
/// <summary>
/// Inicjalizuje stan gry.
/// </summary>
/// <param name="settings">Ustawienia gry.</param>
public void Initialize(IMultiplayerSettings settings)
{
this.MainSettings = settings;
}
#endregion
#region Screen Members
public override void OnInit()
{
this.Client = new TcpClient(new System.Net.IPEndPoint(this.MainSettings.Address, this.MainSettings.Port),
System.Reflection.Assembly.GetExecutingAssembly().GetName().Version);
this.Client.Open();
if (this.Client.Status != ClientStatus.Ok)
{
throw new Exception("Cannot connect to server - " + this.Client.Status.ToString()); //TODO: ładne przedstawienie błędu
}
List<KeyValuePair<string, byte[]>> nations = (from nation in this.UserData.Nations let nationName = nation.Name
from checkSum in this.UserData.NationsCheckSums let cs = checkSum
select new KeyValuePair<string, byte[]>(nationName, cs)).ToList();
Messages.PlayersFirstConfiguration firstMsg = new Messages.PlayersFirstConfiguration(this.MainSettings.PlayerNick, nations);
this.Client.Send(firstMsg.ToMessage());
Stopwatch wait = new Stopwatch();
wait.Start();
while (wait.Elapsed.TotalMinutes < 1 && !this.Client.Messages.Contains((MessageType)GameMessageType.PlayerAccepted)) ;
wait.Stop();
if (this.Client.Messages.Contains((MessageType)GameMessageType.PlayerAccepted))
{
var msg = new Messages.PlayerAccepted(this.Client.Messages.GetFirst((MessageType)GameMessageType.PlayerAccepted));
this.UserId = msg.UserId;
this.PlayersInLobby = msg.Players;
this.AvailableNations = msg.AvailableNations;
//TODO: tmp
this.Client.Send(new Messages.PlayerChangedNick(this.UserId, this.MainSettings.PlayerNick + this.UserId).ToMessage());
this.Client.Send(new Messages.PlayerChangedState(this.UserId).ToMessage());
}
else
{
throw new Exception("Cannot connect to server - " + (this.Client.Status == ClientStatus.Ok ? "not responding" : this.Client.Status.ToString())); //TODO: ładne przedstawienie błędu
}
Logger.Info("Players in lobby: {0}", this.PlayersInLobby.Count);
foreach (var p in this.PlayersInLobby)
{
Logger.Info("\t{0}", p.Nick);
}
}
public override void OnDeinit()
{
this.Client.Close();
}
public override void Update(double delta)
{
if (this.InGame)
this.ProcessInGame();
else
this.ProcessNonInGame();
this.ProcessOther();
base.Update(delta);
}
#endregion
#region Constructors
internal Multiplayer(UserData.ClientLoader userData)
: base("GameScreen", ClashEngine.NET.Interfaces.ScreenType.Fullscreen)
{
this.InGameHandlers.Add(GameMessageType.UnitQueued, this.UnitQueuedHandler);
this.InGameHandlers.Add(GameMessageType.UnitCreated, this.UnitCreatedHandler);
this.InGameHandlers.Add(GameMessageType.UnitDestroyed, this.UnitDestroyedHandler);
this.InGameHandlers.Add(GameMessageType.ResourceAdded, this.ResourceAddedHandler);
this.InGameHandlers.Add(GameMessageType.ResourceGathered, this.ResourceGatheredHandler);
this.InGameHandlers.Add(GameMessageType.PlayerHurt, this.PlayerHurtHandler);
this.InGameHandlers.Add(GameMessageType.GameEnded, this.GameEndedHandler);
this.NonInGameHandlers.Add(GameMessageType.GameWillStartAfter, this.GameWillStartAfterHandler);
this.NonInGameHandlers.Add(GameMessageType.GameStarted, this.GameStartedHandler);
this.OthersHandlers.Add(GameMessageType.PlayerConnected, this.PlayerConnectedHandler);
this.OthersHandlers.Add(GameMessageType.PlayerDisconnected, this.PlayerDisconnectedHandler);
this.OthersHandlers.Add(GameMessageType.PlayerChangedNick, this.PlayerChangedNickHandler);
this.OthersHandlers.Add(GameMessageType.PlayerChangedState, this.PlayerChangedStateHandler);
this.UserData = userData;
}
#endregion
#region Handling
/// <summary>
/// Obsługa w trakcie gry.
/// </summary>
private void ProcessInGame()
{
foreach (var msg in this.Client.Messages.GetUpgradeableEnumerable())
{
if (this.InGameHandlers.Call(msg))
this.Client.Messages.RemoveAt(0);
break;
}
}
/// <summary>
/// Obsługa poza grą.
/// </summary>
private void ProcessNonInGame()
{
foreach (var msg in this.Client.Messages.GetUpgradeableEnumerable())
{
if (this.NonInGameHandlers.Call(msg))
this.Client.Messages.RemoveAt(0);
break;
}
}
/// <summary>
/// Obsługa pozostałych.
/// </summary>
private void ProcessOther()
{
foreach (var msg in this.Client.Messages.GetUpgradeableEnumerable())
{
this.OthersHandlers.Call(msg);
this.Client.Messages.RemoveAt(0);
break;
}
}
#endregion
#region InGame Handlers
private bool UnitQueuedHandler(Message msg)
{
if (!this.InGame)
return false;
var unitQueued = new Messages.UnitQueued(msg);
if (unitQueued.Accepted)
{
IUnitRequestToken token = null;
if (this.PlayerType == PlayerType.First)
token = this.Controller.Player1Queue.Request(unitQueued.UnitId);
else
token = this.Controller.Player2Queue.Request(unitQueued.UnitId);
if (token == null)
Logger.Warn("Something went wrong - player resources are desynchronized");
else
Logger.Trace("Unit {0} queued", unitQueued.UnitId);
}
return true;
}
private bool UnitCreatedHandler(Message msg)
{
if (!this.InGame)
return false;
var unitCreated = new Messages.UnitCreated(msg);
var player = this.Players[unitCreated.PlayerId];
var unit = new Units.Unit(player.Nation.AvailableUnits[unitCreated.UnitId], player);
unit.UnitId = unitCreated.NumericUnitId;
unit.Position = unitCreated.Position;
player.Units.Add(unit);
this.Entities.Add(unit);
Logger.Trace("Unit {0} created(player: {1})", unit.Id, player.Name);
//TODO: zdarzenia?
return true;
}
private bool UnitDestroyedHandler(Message msg)
{
if (!this.InGame)
return false;
var unitDestroyed = new Messages.UnitDestroyed(msg);
var player = this.Players[unitDestroyed.PlayerId];
var unit = (from u in player.Units where u.UnitId == unitDestroyed.UnitId select u).Single();
this.Entities.Remove(unit);
player.Units.Remove(unit);
Logger.Trace("Unit {0} destroyed(player: {1})", unit.Id, player.Name);
return true;
}
private bool ResourceAddedHandler(Message msg)
{
if (!this.InGame)
return false;
var resourceAdded = new Messages.ResourceAdded(msg);
var res = new Maps.ResourceOnMap(resourceAdded.ResourceId, resourceAdded.Amount, resourceAdded.Position);
res.GameState = this;
res.ResourceId = resourceAdded.NumericResourceId;
this.Entities.Add(res);
this.Resources.Add(res);
return true;
}
private bool ResourceGatheredHandler(Message msg)
{
if (!this.InGame)
return false;
var resourceGathered = new Messages.ResourceGathered(msg);
var player = this.Players[resourceGathered.PlayerId];
var unit = (from u in player.Units where u.UnitId == resourceGathered.UnitId select u).Single();
var res = this.Resources.Find(r => r.ResourceId == resourceGathered.ResourceId);
player.Resources[res.Id] += res.Value;
this.Resources.Remove(res);
this.Entities.Remove(res);
return true;
}
private bool PlayerHurtHandler(Message msg)
{
if (!this.InGame)
return false;
var playerHurt = new Messages.PlayerHurt(msg);
this.Players[playerHurt.PlayerId].Health -= playerHurt.Value;
return true;
}
private bool GameEndedHandler(Message msg)
{
if (!this.InGame)
return false;
this.Entities.Clear();
return true;
}
#endregion
#region Non InGame Handlers
private bool GameWillStartAfterHandler(Message msg)
{
if (this.InGame)
return false;
var gameWillStartAfter = new Messages.GameWillStartAfter(msg);
Logger.Info("Game will start after {0}", gameWillStartAfter.Time.ToString());
return true;
}
private bool GameStartedHandler(Message msg)
{
if (this.InGame)
return false;
Messages.GameStarted gameStarted = new Messages.GameStarted(msg);
var p1 = this.PlayersInLobby.Find(p => p.UserId == gameStarted.PlayerA);
var p2 = this.PlayersInLobby.Find(p => p.UserId == gameStarted.PlayerB);
this.Players = new Player.Player[]
{
new Player.Player(p1.Nick, p1.Nation, 100)
{
Type = Interfaces.Player.PlayerType.First
},
new Player.Player(p2.Nick, p2.Nation, 100)
{
Type = Interfaces.Player.PlayerType.Second
}
};
this.Map = new Maps.DefaultMap();
float h = NET.Settings.ScreenSize * (Configuration.Instance.WindowSize.Height / (float)Configuration.Instance.WindowSize.Width);
var cam = new ClashEngine.NET.Graphics.Cameras.Movable2DCamera(new OpenTK.Vector2(NET.Settings.ScreenSize, h),
new System.Drawing.RectangleF(0f, 0f, this.Map.Size.X, Math.Max(this.Map.Size.Y + NET.Settings.MapMargin, h)));
this.Camera = cam;
this.Entities.Add(cam.GetCameraEntity(Configuration.Instance.CameraSpeed));
this.Entities.Add(this.Map);
this.Entities.Add(new Player.PlayerEntity(this.Players[0], this));
this.Entities.Add(new Player.PlayerEntity(this.Players[1], this));
if (this.UserId == gameStarted.PlayerA)
{
//TODO: GUI dla gracza A
}
else if (this.UserId == gameStarted.PlayerB)
{
//TODO: GUI dla gracza B
}
else
{
//TODO: GUI obserwatora
}
return true;
}
#endregion
#region Other Handlers
private bool PlayerConnectedHandler(Message msg)
{
Messages.PlayerConnected newPlayer = new Messages.PlayerConnected(msg);
this.PlayersInLobby.Add(new Player.PlayerData(newPlayer.UserId) { Nick = newPlayer.Nick });
Logger.Info("Player {0} connected", newPlayer.Nick);
return true;
}
private bool PlayerDisconnectedHandler(Message msg)
{
Messages.PlayerDisconnected disconnected = new Messages.PlayerDisconnected(msg);
int idx = this.PlayersInLobby.FindIndex(p => p.UserId == disconnected.UserId);
Logger.Info("Player {0} disconnected, reason: {1}", this.PlayersInLobby[idx].Nick, disconnected.Reason.ToString());
return true;
}
private bool PlayerChangedNickHandler(Message msg)
{
Messages.PlayerChangedNick newNick = new Messages.PlayerChangedNick(msg);
int idx = this.PlayersInLobby.FindIndex(p => p.UserId == newNick.UserId);
Logger.Info("Player {0} changed the nick to {1}", this.PlayersInLobby[idx].Nick, newNick.NewNick);
this.PlayersInLobby[idx].Nick = newNick.NewNick;
return true;
}
private bool PlayerChangedStateHandler(Message msg)
{
Messages.PlayerChangedState newState = new Messages.PlayerChangedState(msg);
int idx = this.PlayersInLobby.FindIndex(p => p.UserId == newState.UserId);
this.PlayersInLobby[idx].ReadyToPlay = !this.PlayersInLobby[idx].ReadyToPlay;
Logger.Info("Player {0} changed his state to {1}", this.PlayersInLobby[idx].Nick,
(this.PlayersInLobby[idx].ReadyToPlay ? "ready-to-play" : "spectator"));
return true;
}
private void RequestUnit(string id)
{
Messages.UnitQueueAction queue = new Messages.UnitQueueAction(id, true);
this.Client.Send(queue.ToMessage());
}
#endregion
}
}