/// <summary>
    /// Check if the conditions are met to proceed to the next turn.
    /// If they are it will make the appropriate updates. Otherwise
    /// it will return false.
    /// </summary>
    private bool NextTurn()
    {
        //		log.Debug ("Next Turn Check: Current Turn - " + LockStepTurnID);
        //		log.Debug ("    priorConfirmedCount - " + confirmedActions.playersConfirmedPriorAction.Count);
        //		log.Debug ("    currentConfirmedCount - " + confirmedActions.playersConfirmedCurrentAction.Count);
        //		log.Debug ("    allPlayerCurrentActionsCount - " + pendingActions.CurrentActions.Count);
        //		log.Debug ("    allPlayerNextActionsCount - " + pendingActions.NextActions.Count);
        //		log.Debug ("    allPlayerNextNextActionsCount - " + pendingActions.NextNextActions.Count);
        //		log.Debug ("    allPlayerNextNextNextActionsCount - " + pendingActions.NextNextNextActions.Count);

        if (confirmedActions.ReadyForNextTurn())
        {
            if (pendingActions.ReadyForNextTurn())
            {
                //increment the turn ID
                LockStepTurnID++;
                //move the confirmed actions to next turn
                confirmedActions.NextTurn();
                //move the pending actions to this turn
                pendingActions.NextTurn();

                return(true);
            }
            else
            {
                StringBuilder sb = new StringBuilder();
                sb.Append("Have not recieved player(s) actions: ");
                foreach (int i in pendingActions.WhosNotReady())
                {
                    sb.Append(i + ", ");
                }
                log.Debug(sb.ToString());
            }
        }
        else
        {
            StringBuilder sb = new StringBuilder();
            sb.Append("Have not recieved confirmation from player(s): ");
            foreach (int i in pendingActions.WhosNotReady())
            {
                sb.Append(i + ", ");
            }
            log.Debug(sb.ToString());
        }

        //		if(confirmedActions.ReadyForNextTurn() && pendingActions.ReadyForNextTurn()) {
        //			//increment the turn ID
        //			LockStepTurnID++;
        //			//move the confirmed actions to next turn
        //			confirmedActions.NextTurn();
        //			//move the pending actions to this turn
        //			pendingActions.NextTurn();
        //
        //			return true;
        //		}

        return(false);
    }
    private bool NextTurn()
    {
        if (pendingActions.ReadyForNextTurn())
        {
            LockStepTurnID++;
            pendingActions.NextTurn();
            return(true);
        }

        return(false);
    }
Ejemplo n.º 3
0
    private bool NextTurn()
    {
        if (confirmedActions.ReadyForNextTurn() && pendingActions.ReadyForNextTurn())
        {
            //increment the turn ID
            TurnID++;
            //move the confirmed actions to next turn
            confirmedActions.NextTurn();
            //move the pending actions to this turn
            pendingActions.NextTurn();

            return(true);
        }

        return(false);
    }
    /// <summary>
    /// Check if the conditions are met to proceed to the next turn.
    /// If they are it will make the appropriate updates. Otherwise
    /// it will return false.
    /// </summary>
    private bool NextTurn()
    {
//		log.Debug ("Next Turn Check: Current Turn - " + LockStepTurnID);
//		log.Debug ("    priorConfirmedCount - " + confirmedActions.playersConfirmedPriorAction.Count);
//		log.Debug ("    currentConfirmedCount - " + confirmedActions.playersConfirmedCurrentAction.Count);
//		log.Debug ("    allPlayerCurrentActionsCount - " + pendingActions.CurrentActions.Count);
//		log.Debug ("    allPlayerNextActionsCount - " + pendingActions.NextActions.Count);
//		log.Debug ("    allPlayerNextNextActionsCount - " + pendingActions.NextNextActions.Count);
//		log.Debug ("    allPlayerNextNextNextActionsCount - " + pendingActions.NextNextNextActions.Count);

        if (confirmedActions.ReadyForNextTurn() && pendingActions.ReadyForNextTurn())
        {
            //increment the turn ID
            LockStepTurnID++;
            //move the confirmed actions to next turn
            confirmedActions.NextTurn();
            //move the pending actions to this turn
            pendingActions.NextTurn();

            return(true);
        }

        return(false);
    }
Ejemplo n.º 5
0
    /// <summary>
    /// Check if the conditions are met to proceed to the next turn.
    /// If they are it will make the appropriate updates. Otherwise
    /// it will return false.
    /// </summary>
    private bool NextTurn()
    {
        //		Debug.Log("Next Turn Check: Current Turn - " + LockStepTurnID);
        //		Debug.Log("    priorConfirmedCount - " + confirmedActions.playersConfirmedPriorAction.Count);
        //		Debug.Log("    currentConfirmedCount - " + confirmedActions.playersConfirmedCurrentAction.Count);
        //		Debug.Log("    allPlayerCurrentActionsCount - " + pendingActions.CurrentActions.Count);
        //		Debug.Log("    allPlayerNextActionsCount - " + pendingActions.NextActions.Count);
        //		Debug.Log("    allPlayerNextNextActionsCount - " + pendingActions.NextNextActions.Count);
        //		Debug.Log("    allPlayerNextNextNextActionsCount - " + pendingActions.NextNextNextActions.Count);

        //fzy begin
        //检查两点
        //1.我们已经收到了所有客户端的下一轮动作了吗?
        //2.每个客户端都确认得到我们的动作了吗?
        //fzy end
        if (confirmedActions.ReadyForNextTurn())
        {
            if (pendingActions.ReadyForNextTurn())
            {
                //fzy begin
                //LockStepTurnID是回合次数记次,只增加不减少
                //fzy end
                //increment the turn ID
                LockStepTurnID++;

                //move the confirmed actions to next turn
                confirmedActions.NextTurn();
                //move the pending actions to this turn
                pendingActions.NextTurn();

                return(true);
            }
            else
            {
                StringBuilder sb = new StringBuilder();
                sb.Append("Have not recieved player(s) actions: ");
                foreach (int i in pendingActions.WhosNotReady())
                {
                    sb.Append(i + ", ");
                }
                Debug.Log(sb.ToString());
            }
        }
        else
        {
            StringBuilder sb = new StringBuilder();
            sb.Append("Have not recieved confirmation from player(s): ");
            foreach (int i in pendingActions.WhosNotReady())
            {
                sb.Append(i + ", ");
            }
            Debug.Log(sb.ToString());
        }

        //		if(confirmedActions.ReadyForNextTurn() && pendingActions.ReadyForNextTurn()) {
        //			//increment the turn ID
        //			LockStepTurnID++;
        //			//move the confirmed actions to next turn
        //			confirmedActions.NextTurn();
        //			//move the pending actions to this turn
        //			pendingActions.NextTurn();
        //
        //			return true;
        //		}

        return(false);
    }