Esempio n. 1
0
        //Initializes the game
        //May add calls into the client to search/connect to a server
        private void JoinGame()
        {
            connect.registerAsPlayer(UserName);
            List <RequestModels.Lobby> lobbies = connect.Lobbies.GetLobbies();

            foreach (RequestModels.Lobby lobby in lobbies)
            {
                if (lobby.Hostname == SelectedGame)
                {
                    connect.Lobbies.JoinLobby(lobby);

                    connect.registerToGame(lobby);
                }
            }
        }
Esempio n. 2
0
        public void TestCreateJoinAndStartGame()
        {
            // CluelessServerConnection is not designed for async, so async verifications are
            // being commented out
            CluelessServerConnection connect = CluelessServerConnection.getConnection(
                "localhost", 50351);

            // Host actions
            Assert.IsTrue(connect.registerAsPlayer("Harry Potter"));
            {
                // Success
                var lobbies = connect.Lobbies.GetLobbies();
                Assert.IsNotNull(lobbies);
                var lobby = connect.Lobbies.CreateLobby();
                Assert.IsNotNull(lobby);
                lobbies = connect.Lobbies.GetLobbies();
                Assert.IsNotNull(lobbies);
                Assert.AreNotEqual(0, lobbies.Count);

                // Harry is host, he is already in game
                Assert.IsFalse(connect.Lobbies.JoinLobby(lobby));
            }

            // Other player actions
//            Task<bool> ronWaitForGame = null;
            Assert.IsTrue(connect.registerAsPlayer("Ron Weasley"));
            {
                // Success
                var lobbies = connect.Lobbies.GetLobbies();
                var lobby   = lobbies[lobbies.Count - 1];

                // Ron is not host, he can join
                Assert.IsTrue(connect.Lobbies.JoinLobby(lobby));

                connect.registerToGame(lobby);

                // registerToGame makes it so 'lobby' isn't needed
                // as a parameter for further API calls

                // This function is a blocking call if game has not started.
                // The client should call this to wait for the game to begin.
                // There currently isn't a way to cancel a wait. Ryan can
                // implement that later if desired
                //                if (!connect.Lobbies.WaitForGameStart())
                //                    throw new Exception("Unsuccessful Wait for game start");

                // Ron cannot start game because he is not the host
                Assert.IsFalse(connect.Lobbies.StartGame());

//                ronWaitForGame = connect.Lobbies.WaitForGameStartAsync();
//                Assert.IsFalse(ronWaitForGame.IsCompleted);
            }

            // Have a third person join
//            Task<bool> hermioneWaitForGame = null;
            Assert.IsTrue(connect.registerAsPlayer("Hermione"));
            {
                // Success
                var lobbies = connect.Lobbies.GetLobbies();
                var lobby   = lobbies[lobbies.Count - 1];

                Assert.IsTrue(connect.Lobbies.JoinLobby(lobby));

                connect.registerToGame(lobby);

//                hermioneWaitForGame = connect.Lobbies.WaitForGameStartAsync();
//                Assert.IsFalse(hermioneWaitForGame.IsCompleted);
            }

            // Host can start game
            Assert.IsTrue(connect.registerAsPlayer("Harry Potter"));
            {
                Assert.IsTrue(connect.Lobbies.StartGame());

                // Allow call to be sent to Hermione and Ron
//                Thread.Sleep(3100);
//                Assert.IsTrue(ronWaitForGame.IsCompleted); // response has come back
//                Assert.IsTrue(ronWaitForGame.Result); // game has started
//                Assert.IsTrue(hermioneWaitForGame.IsCompleted);
//                Assert.IsTrue(hermioneWaitForGame.Result);
            }

            // other players 'WaitForGameStart()' will now return true
            Assert.IsTrue(connect.registerAsPlayer("Ron Weasley"));
            {
                Assert.IsTrue(connect.Lobbies.WaitForGameStart());
            }

            Assert.IsTrue(connect.registerAsPlayer("Hermione"));
            {
                Assert.IsTrue(connect.Lobbies.WaitForGameStart());
            }

            // Play the game now

            // Get cards
            String[]    players = { "Harry Potter", "Ron Weasley", "Hermione" };
            List <Card> previousPlayersCards = null;
            Command     lastSeenCommand      = null;

            foreach (var playerName in players)
            {
                // verify that each player has a hand of cards
                Assert.IsTrue(connect.registerAsPlayer(playerName));

                if (!playerName.Equals("Harry Potter")) // Harry will get message 'Take Turn'
                {
                    // WaitForCommand should return immediately and not wait here
                    Command command = connect.Gameplay.WaitForCommand();
                    Assert.AreEqual(CommandType.GameStart, command.command);
                    lastSeenCommand = command;
                    // remove last seen command so that hermione won't block
                    connect.Gameplay.TestOnlySetLastSeenCommand(null);
                }

                var cards = connect.Gameplay.GetPlayerHand();

                Assert.IsNotNull(cards);
                Assert.AreNotEqual(0, cards.Count);

                //// Make sure each hand is unique
                Assert.AreNotEqual(previousPlayersCards, cards);
                previousPlayersCards = cards;
            }

            // The async code doesn't work with a ClientController task that is
            // intended for a single process
//            Task<Command> ronWaitForCommand, hermioneWaitForCommand;

            // take turn
            Assert.IsTrue(connect.registerAsPlayer("Harry Potter"));
            {
                // Get game state to verify correct information
                Game game = connect.Gameplay.GetState();
                Assert.IsNotNull(game);

                Command command = connect.Gameplay.WaitForCommand();
                Assert.AreEqual(CommandType.TakeTurn, command.command);

                {
                    // Restore Ron & Hermione's last seen command, since they've seen it,
                    // the request for a command should block
                    connect.Gameplay.TestOnlySetLastSeenCommand(lastSeenCommand);

                    /*
                     * Assert.IsTrue(connect.registerAsPlayer("Ron Weasley"));
                     * ronWaitForCommand = connect.Gameplay.WaitForCommandAsync();
                     *
                     * Assert.IsTrue(connect.registerAsPlayer("Hermione"));
                     * hermioneWaitForCommand = connect.Gameplay.WaitForCommandAsync();
                     *
                     * Assert.IsFalse(ronWaitForCommand.IsCompleted);
                     * Assert.IsFalse(hermioneWaitForCommand.IsCompleted);
                     */
                }

                // Harry's starting spot is Scarlet's: new Location(0,3,"Hallway")
                var expectedMoveData = new MoveData {
                    playerName = "Harry Potter", location = new Location(0, 2, "Hallway")
                };
                Assert.IsTrue(connect.registerAsPlayer(expectedMoveData.playerName));
                bool successful = connect.Gameplay.MovePlayerTo(expectedMoveData.location);
                Assert.IsTrue(successful);

                // Make sure that Ron & Hermione received message
                {
                    /*
                     * Thread.Sleep(3100);
                     * Assert.IsTrue(ronWaitForCommand.IsCompleted);
                     * Assert.IsTrue(hermioneWaitForCommand.IsCompleted);
                     *
                     * Command cmd = ronWaitForCommand.Result;
                     */
                    connect.Gameplay.TestOnlySetLastSeenCommand(lastSeenCommand);

                    Assert.IsTrue(connect.registerAsPlayer("Ron Weasley"));
                    Command cmd = connect.Gameplay.WaitForCommand();

                    connect.Gameplay.TestOnlySetLastSeenCommand(lastSeenCommand);

                    Assert.IsTrue(connect.registerAsPlayer("Hermione"));
                    Command cmd2 = connect.Gameplay.WaitForCommand();

                    // Ron & Hermione received the same command
                    Assert.AreEqual(cmd, cmd2);

                    // This is the expected command data
                    Assert.AreEqual(CommandType.MovePlayer, cmd.command);
                    Assert.IsNotNull(cmd.data.moveData);
                    Assert.AreEqual(expectedMoveData, cmd.data.moveData);

                    lastSeenCommand = cmd;
                }

                Assert.IsTrue(connect.registerAsPlayer("Harry Potter"));

                // This blocks
//                DisproveData result = connect.Gameplay.MakeSuggestion(new Accusation(Room.Ballroom, Suspect.Mustard, Weapon.Pipe));

                // if null, no one could disprove
                // Otherwise, result.card is the proof, and result.playerName is the owner of 'card'

                // This is called by the 'other' player, not by Harry
//                successful = connect.Gameplay.DisproveSuggestion(new Card(Weapon.Pipe));

                Accusation     accusation = new Accusation(Room.Ballroom, Suspect.Mustard, Weapon.Pipe);
                AccusationData data       = connect.Gameplay.MakeAccusation(accusation);
                Assert.IsNotNull(data);
                Assert.AreEqual(accusation, data.accusation);
                Assert.IsFalse(data.accusationCorrect);

                successful = connect.Gameplay.EndTurn();
                Assert.IsTrue(successful);

                Accusation solution = connect.Gameplay.GetSolution();
                Assert.IsNull(solution); // game is not finished. Solution not available until then

                // it is now Ron's turn
                Assert.IsTrue(connect.registerAsPlayer("Ron Weasley"));

                Command finalCmd = connect.Gameplay.WaitForCommand();
                Assert.IsNotNull(finalCmd);
                Assert.AreEqual(CommandType.TakeTurn, finalCmd.command);

                successful = connect.Gameplay.EndTurn();
                Assert.IsTrue(successful);

                // Hermione's turn
                Assert.IsTrue(connect.registerAsPlayer("Hermione"));

                finalCmd = connect.Gameplay.WaitForCommand();
                Assert.IsNotNull(finalCmd);
                Assert.AreEqual(CommandType.TakeTurn, finalCmd.command);

                successful = connect.Gameplay.EndTurn();
                Assert.IsTrue(successful);

                // Harry's turn again
                Assert.IsTrue(connect.registerAsPlayer("Harry Potter"));

                finalCmd = connect.Gameplay.WaitForCommand();
                Assert.IsNotNull(finalCmd);
                Assert.AreEqual(CommandType.TakeTurn, finalCmd.command);
            }
        }