public Error TryStartGame()
        {
            var setup = _phase.Setup;

            if (setup == null)
            {
                return(Error.Codes.E03NotInSetupPhase);
            }
            var err = setup.TryFinalLock();

            if (err)
            {
                return(err);
            }
            var trans = new TransitionPhase(GamePhase.starting, setup);

            //since only once thread can successfully call TryFinalLock, we don't need a CompareExchange here:
            Volatile.Write(ref _phase, trans); // (likely overkill, but it occurs seldom so just in case...)

            // ------------ TODO: do we want a countdown before the game starts?
            // currently we just start "instantly"...

            // ------ Setup game, bots, and listeners, then call Start! ------
            var ingame = new IngamePhase(trans.Slots);

            ingame.WinnerDeclared += Ingame_WinnerDeclared;
            // TODO: bots

            Volatile.Write(ref _phase, trans); // (likely overkill, but it occurs seldom so just in case...)
            ingame.Start();

            return(Error.Codes.E00NoError);
        }
 private void Ingame_WinnerDeclared(IngamePhase sender)
 {
     // assuming we have handled the logic session correctly...
     // ...this should only called from one thread once (race free).
     sender.WinnerDeclared -= Ingame_WinnerDeclared; // <- important!
     Finish(sender);
 }
        private void Finish(IngamePhase ingame)
        {
            // (kind of redundant but, whatever... keeps things consistent)
            var trans = new TransitionPhase(GamePhase.ending, ingame);

            Volatile.Write(ref _phase, trans);

            // -- announce that the game is / has ended (in a separate thread?)

            var finished = new FinishedPhase(ingame.Winner, ingame.Slots);

            Volatile.Write(ref _phase, finished);
        }
Ejemplo n.º 4
0
        public static Error GetIngame(this ILudoService service, string gameId, out IngamePhase ingame)
        {
            ingame = null;
            var g = service.Games.TryGet(Id.Partial(gameId));

            if (g == null)
            {
                return(Error.Codes.E01GameNotFound);
            }
            ingame = g.Phase.Ingame;
            return(ingame == null
                ? Error.Codes.E07NotInGamePhase
                : Error.Codes.E00NoError);
        }