Exemple #1
0
    public async void CreateServer(int playerCount)
    {
        IsServerBeingCreated = true;

        if (GlobalDebugFlag.LogTypes != MessageCategoryTypes.None)
        {
            _msgHubLogger = new LoggingMessageHubClient(_msgHub, GlobalDebugFlag.LogTypes);
            _msgHubLogger.ExceptionPushed   += (s, e) => Debug.LogError(e.ToString());
            _msgHubLogger.MessagePushed     += (s, e) => Debug.Log(e.ToString());
            _msgHubLogger.InformationPushed += (s, e) => Debug.Log(e.ToString());
            _msgHubLogger.LogPushed         += (s, e) => Debug.Log(e.ToString());
            _msgHubLogger.Start();
        }

        //create ardnet server
        _ardServ = ArdNetFactory.GetArdServer(_msgHub);


        //create game communincation manager
        //watches for clients
        //tracks command inputs
        _commState = await TankSimCommService.Create(_ardServ, playerCount);

        //cmdFacade.AimChanged += CmdFacade_AimChanged;

        //release task in new thread to guard against deadlocks
        IsServerRunning = true;
        _serverstartupTask.SetResult(_commState.CmdFacade);

        await _commState.GetConnectionTask();

        AreAllPlayersReady = true;
    }
Exemple #2
0
        static async Task <int> Main()
        {
            Console.Title = Constants.GameName;
            TraceListener t = new ConsoleTraceListener();

            _ = Trace.Listeners.Add(t);

            //create local message broker
            //used to pass messages between ardnet feature nodes
            //can also be hooked by other systems
            using var msgHub = new MessageHub();
            msgHub.Start();

            //get player count as int
            Range playerCountRange = 1..6;
            int   playerCount      = -1;

            do
            {
                Write("How many players? ");
            } while (!int.TryParse(ReadLine(), out playerCount) || !playerCountRange.Contains(playerCount));

            Write("Keep dead games alive? (Y|N)? ");
            bool persistDeadGames = string.Equals(ReadLine(), "y", StringComparison.OrdinalIgnoreCase);

            Write("Bind local controller (Y|N)? ");
            bool bindLocalController = string.Equals(ReadLine(), "y", StringComparison.OrdinalIgnoreCase);

            //application scope
            while (true)
            {
                GamepadService gamepadSvc = null;
                try
                {
                    //create ardnet server
                    using var ardServ = ArdNetFactory.GetArdServer(msgHub);
                    //create game communincation manager
                    //watches for clients
                    //tracks command inputs
                    using var commState = await TankSimCommService.Create(ardServ, playerCount);

                    //create gamepad watcher
                    //hook into server event stream
                    //bind controls for all operator roles
                    if (bindLocalController)
                    {
                        var xm = XboxControllerManager.GetInstance();
                        xm.UpdateFrequency = 50;
                        gamepadSvc         = new GamepadService(ardServ, xm);
                        _ = gamepadSvc.TrySetControllerIndex(0);
                        gamepadSvc.SetRoles(OperatorRoles.All);
                    }

                    //print game ID so clients know where to connect
                    WriteLine($"Game ID: {commState.GameID}");

                    //wait for all players to join
                    await commState.GetConnectionTask();

                    WriteLine("Game Started.");

                    //setup async command event watchers
                    //any inbound events will trigger the associated handler
                    var cmdFacade = commState.CmdFacade;
                    cmdFacade.MovementChanged    += (s, e) => WriteLine($"{s.Endpoint}: Dir: {e}");
                    cmdFacade.AimChanged         += (s, e) => WriteLine($"{s.Endpoint}: Aim.{e}");
                    cmdFacade.PrimaryWeaponFired += (s, e) =>
                    {
                        if (e == PrimaryWeaponFireState.Valid)
                        {
                            WriteLine($"{s.Endpoint}: Fire.Primary");
                        }
                        else if (e == PrimaryWeaponFireState.Misfire)
                        {
                            WriteLine($"{s.Endpoint}: Fire.Primary (MISFIRE)");
                        }
                        else if (e == PrimaryWeaponFireState.Empty)
                        {
                            WriteLine($"{s.Endpoint}: Fire.Primary (EMPTY)");
                        }
                    };
                    cmdFacade.SecondaryWeaponFired += (s) => WriteLine($"{s.Endpoint}: Fire.Secondary");
                    cmdFacade.PrimaryGunLoaded     += (s) => WriteLine($"{s.Endpoint}: Loader.Load");
                    cmdFacade.PrimaryAmmoCycled    += (s) => WriteLine($"{s.Endpoint}: Loader.Cycle");
                    while (true)
                    {
                        Thread.Sleep(10);
                        //if player count drops, then restart outer loop
                        if (persistDeadGames)
                        {
                            _ = ReadLine();
                            break;
                        }
                        else if (ardServ.ConnectedClientCount < playerCount)
                        {
                            break;
                        }
                    }
                }
                finally
                {
                    gamepadSvc?.Dispose();
                }
            }
        }