Exemple #1
0
 /// <summary>
 /// Checks the valid.
 /// </summary>
 /// <returns><c>true</c>, if valid was checked, <c>false</c> otherwise.</returns>
 /// <param name="args">Arguments.</param>
 /// <param name="client">Client.</param>
 public bool CheckValid(string[] args, TcpClient client)
 {
     if (args.Length > 2)
     {
         Controller.NestedErrors nested = new Controller.NestedErrors("Bad arguement", client);
         return(false);
     }
     try
     {
         string name = args[0];
         int    rows = int.Parse(args[1]);
         if (rows > 1 || rows < 0)
         {
             Controller.NestedErrors nested = new Controller.NestedErrors("Bad arguement", client);
             return(false);
         }
         else
         {
             return(true);
         }
     }
     catch (Exception)
     {
         Controller.NestedErrors nested = new Controller.NestedErrors("Bad arguement", client);
         return(false);
     }
 }
Exemple #2
0
        /// <summary>
        /// Execute the specified args and client.
        /// </summary>
        /// <returns>The execute.</returns>
        /// <param name="args">Arguments.</param>
        /// <param name="client">Client.</param>
        public string Execute(string[] args, TcpClient client)
        {
            if (!this.CheckValid(args, client))
            {
                return("singlePlayer");
            }
            model.GetmodelData().mutexGamePlaying.WaitOne();
            model.GetmodelData().mutexGameWating.WaitOne();
            string name = args[0];
            int    rows = int.Parse(args[1]);
            int    cols = int.Parse(args[2]);
            // get the game from the model.
            GameMultiPlayer game = model.GenerateGame(name, rows, cols, client);

            model.GetmodelData().mutexGamePlaying.ReleaseMutex();
            model.GetmodelData().mutexGameWating.ReleaseMutex();
            if (game != null)
            {
                return("multiPlayer");
            }
            else
            {
                Controller.NestedErrors nested = new Controller.NestedErrors("Error exist game", client);
                return("singlePlayer");
            }
        }
Exemple #3
0
        public string Execute(string[] args, TcpClient client)
        {
            if (!CheckValid(args, client))
            {
                return("multiPlayer");
            }
            string direction = args[0];
            // Get the game of the client who press play.
            GameMultiPlayer game = model.FindGameByClient(client);

            // Check the direction.
            if (!directions.Contains(direction))
            {
                Controller.NestedErrors error = new Controller.NestedErrors("The dirction is incorrect", client);
                return("multiPlayer");
            }
            // Check if the game exist.
            if (game != null)
            {
                NestedPlay nested = new NestedPlay(game.GetMaze().Name, direction);
                Controller.SendToClient(JsonConvert.SerializeObject(nested), game.OtherClient(client));
            }
            else
            {
                // The game dosnt exits. Send message to the client.
                Controller.NestedErrors error = new Controller.NestedErrors("you need to start a game", client);
            }
            return("multiPlayer");
        }
Exemple #4
0
        /// <summary>
        /// Close the multi players game.
        /// </summary>
        /// <param name="args">The arguments.</param>
        /// <param name="client">The client.</param>
        /// <returns>
        /// string: "singlePlayer" or "multiPlayer".
        /// </returns>
        public string Execute(string[] args, TcpClient client)
        {
            // Check the valid if the arguements.
            if (!this.CheckValid(args, client))
            {
                return("multiPlayer");
            }
            string          name = args[0];
            GameMultiPlayer game = model.FindGamePlaying(name);

            // Check if the game is in the list of games to play.
            if (game != null)
            {
                model.RemoveGamePlaying(name);
                Controller.SendToClient("close client do close", client);
                Controller.SendToClient("close the game by other client", game.OtherClient(client));
                if (!model.ClientOnGame(game.OtherClient(client)))
                {
                    Controller.SendToClient("singlePlayer", game.OtherClient(client));
                }
                if (!model.ClientOnGame(client))
                {
                    return("singlePlayer");
                }
                return("multiPlayer");
            }
            else
            {
                Controller.NestedErrors nested = new Controller.NestedErrors("Error exist game", client);
                return("multiPlayer");
            }
        }
        /// <summary>
        /// Execute the specified args and client.
        /// </summary>
        /// <returns>The execute.</returns>
        /// <param name="args">Arguments.</param>
        /// <param name="client">Client.</param>
        public string Execute(string[] args, TcpClient client)
        {
            if (!this.CheckValid(args, client))
            {
                return("singlePlayer");
            }
            string name = args[0];
            int    rows = int.Parse(args[1]);
            int    cols = int.Parse(args[2]);

            if (!model.ContainMaze(name))
            {
                Maze maze = model.GenerateMaze(name, rows, cols);
                maze.Name = name;
                Controller.SendToClient(maze.ToJSON(), client);
            }
            else
            {
                Controller.NestedErrors nested = new Controller.NestedErrors("Maze exist", client);
            }

            if (model.ClientOnGame(client))
            {
                return("multiPlayer");
            }
            return("singlePlayer");
        }
Exemple #6
0
 /// <summary>
 /// Checks the valid.
 /// </summary>
 /// <param name="args">The arguments.</param>
 /// <param name="client">The client.</param>
 /// <returns></returns>
 public bool CheckValid(string[] args, TcpClient client)
 {
     if (args.Length > 1 || args.Length < 1)
     {
         Controller.NestedErrors nested = new Controller.NestedErrors("Bad arguement", client);
         return(false);
     }
     return(true);
 }
Exemple #7
0
 /// <summary>
 /// Checks the valid.
 /// </summary>
 /// <param name="args">The arguments.</param>
 /// <param name="client">The client.</param>
 /// <returns></returns>
 public bool CheckValid(string[] args, TcpClient client)
 {
     if (args.Length > 1)
     {
         Controller.NestedErrors nested = new Controller.NestedErrors("Bad arguement", client);
         return(false);
     }
     try
     {
         string name = args[0];
         return(true);
     }
     catch (Exception)
     {
         Controller.NestedErrors nested = new Controller.NestedErrors("Bad arguement", client);
         return(false);
     }
 }
Exemple #8
0
        public string Execute(string[] args, TcpClient client)
        {
            if (!this.CheckValid(args, client))
            {
                return("multiPlayer");
            }
            string name = args[0];
            int    rows = int.Parse(args[1]);
            int    cols = int.Parse(args[2]);
            // Get the game from the model.
            GameMultiPlayer game = model.GenerateGame(name, rows, cols, client);

            if (game == null)
            {
                Controller.NestedErrors nested = new Controller.NestedErrors("Error exist game", client);
            }
            return("multiPlayer");
        }
Exemple #9
0
        public string Execute(string[] args, TcpClient client)
        {
            if (!this.CheckValid(args, client))
            {
                // Check if the client is on other game to keep the connection.
                if (model.ClientOnGame(client))
                {
                    return("multiPlayer");
                }
                return("singlePlayer");
            }
            string              name           = args[0];
            string              typeAlgorithem = args[1];
            AdapterSolution     adpterSolution = null;
            Solution <Position> s = null;

            // Solve the maze by BFS - 0, DFS - 1.
            switch (typeAlgorithem)
            {
            case "0":
                s = model.solveMazeBFS(name);     // BFS solution.
                break;

            case "1":
                s = model.solveMazeDFS(name);     // DFS solution.
                break;
            }
            // If the solution is not null send the solution to the client. Else send a message.
            if (s != null)
            {
                adpterSolution = new AdapterSolution(s, name);
                Controller.SendToClient(adpterSolution.ToJson(), client);
            }
            else
            {
                Controller.NestedErrors nested = new Controller.NestedErrors("maze not exist", client);
            }
            if (model.ClientOnGame(client))
            {
                return("multiPlayer");
            }
            return("singlePlayer");
        }
 /// <summary>
 /// Checks the valid.
 /// </summary>
 /// <param name="args">The arguments.</param>
 /// <param name="client">The client.</param>
 /// <returns></returns>
 public bool CheckValid(string[] args, TcpClient client)
 {
     // number of arguements big than 3.
     if (args.Length > 3)
     {
         Controller.NestedErrors nested = new Controller.NestedErrors("Bad arguement", client);
         return(false);
     }
     try {
         string name = args[0];
         int    rows = int.Parse(args[1]);
         int    cols = int.Parse(args[2]);
         return(true);
     } catch (Exception)
     {
         Controller.NestedErrors nested = new Controller.NestedErrors("Bad arguement", client);
         return(false);
     }
 }
Exemple #11
0
        /// <summary>
        /// Execute the specified args and client.
        /// </summary>
        /// <returns>The execute.</returns>
        /// <param name="args">Arguments.</param>
        /// <param name="client">Client.</param>
        public string Execute(string[] args, TcpClient client)
        {
            string          direction = args[0];
            GameMultiPlayer game      = model.FindGameByClient(client);

            if (!directions.Contains(direction))
            {
                Controller.NestedErrors error = new Controller.NestedErrors("The dirction is incorrect}", client);
                return("multiPlayer");
            }
            if (game != null)
            {
                NestedPlay nested = new NestedPlay(game.GetMaze().Name, direction);
                Controller.SendToClient(JsonConvert.SerializeObject(nested), game.OtherClient(client));
                return("multiPlayer");
            }
            else
            {
                Controller.SendToClient("{Erorr: you need to start a game}", client);
                return("singlePlayer");
            }
        }
        /// <summary>
        /// Create a maze. If the maze exist the client gets a message.
        /// </summary>
        /// <param name="args">The arguments.</param>
        /// <param name="client">The client.</param>
        /// <returns>
        /// string: "singlePlayer" or "multiPlayer".
        /// </returns>
        public string Execute(string[] args, TcpClient client)
        {
            if (!this.CheckValid(args, client))
            {
                // check if the client play on other game to keep the connection.
                if (model.ClientOnGame(client))
                {
                    return("multiPlayer");
                }
                return("singlePlayer");
            }
            string name = args[0];
            int    rows = int.Parse(args[1]);
            int    cols = int.Parse(args[2]);

            // Check if the maze exist.
            if (!model.ContainMaze(name))
            {
                // Create a new maze.
                Maze maze = model.GenerateMaze(name, rows, cols);
                maze.Name = name;
                // Send the maze to the client.
                Controller.SendToClient(maze.ToJSON(), client);
            }
            else
            {
                // Send to client that the game exist.
                Controller.NestedErrors nested = new Controller.NestedErrors("Maze exist", client);
            }

            if (model.ClientOnGame(client))
            {
                return("multiPlayer");
            }
            return("singlePlayer");
        }