コード例 #1
0
ファイル: MatchmakingCog.cs プロジェクト: jonbonne/OCTGN
 private void OnMatchmakingInLineUpdateMessage(MatchmakingInLineUpdateMessage obj)
 {
     if (_onMatchmakingUpdate != null)
         _onMatchmakingUpdate(obj);
 }
コード例 #2
0
ファイル: MatchmakingQueue.cs プロジェクト: rexperalta/OCTGN
        private void Run()
        {
			Log.InfoFormat("[{0}] Queue Running",this);
            var sendStatusUpdatesBlock = new TimeBlock(TimeSpan.FromSeconds(30));
            var readyTimeout = new TimeBlock(TimeSpan.FromSeconds(60));
            var disposeThis = new TimeBlock(TimeSpan.FromHours(1));
			disposeThis.SetRun();
            while (_runCancelToken.IsCancellationRequested == false && Disposed == false)
            {
                lock (_users)
                {
                    try
                    {
                        if (_users.Count > 0)
                        {
                            disposeThis.SetRun();
                        }
                        if (disposeThis.IsTime)
                        {
							Log.InfoFormat("[{0}] Dispose timer timed out",this);
                            Disposed = true;
                            this.Dispose();
                            break;
                        }
                        switch (State)
                        {
                            case MatchmakingQueueState.WaitingForUsers:
                                if (_users.Count >= MaxPlayers)
                                {
                                    Log.InfoFormat("[{0}] Got enough players for ready queue.",this);
                                    State = MatchmakingQueueState.WaitingForReadyUsers;
                                    var readyMessage = new MatchmakingReadyRequest(null, this.QueueId);
                                    foreach (var p in _users)
                                    {
                                        p.IsReady = false;
                                        p.IsInReadyQueue = false;
                                    }
                                    for (var i = 0; i < MaxPlayers; i++)
                                    {
                                        readyMessage.To = _users[i];
                                        _users[i].IsInReadyQueue = true;
                                        Bot.Messanger.Send(readyMessage);
                                    }
                                    readyTimeout.SetRun();
                                }
                                break;
                            case MatchmakingQueueState.WaitingForReadyUsers:
                                if (readyTimeout.IsTime)
                                {
                                    Log.InfoFormat("[{0}] Timed out waiting for users to ready up.",this);
                                    // This happens if 60 seconds has passed since ready messages were sent out.
                                    // This shouldn't happen unless someone didn't respond back with a ready response.
                                    foreach (var p in _users.Where(x => x.IsInReadyQueue).ToArray())
                                    {
                                        // If player didn't signal ready throw them in the back of the queue.
                                        if (p.IsReady == false)
                                        {
                                            p.FailedReadyCount++;
                                            _users.Remove(p);
                                            // If they've been knocked to the back of the queue 4 or more times, kick them.
                                            if (p.FailedReadyCount < 4)
                                            {
                                                Log.InfoFormat("[{0}] {1} User failed ready 4 times, getting kicked.",this,p);
                                                _users.Add(p);
                                            }
                                        }
                                        p.IsInReadyQueue = false;
                                        p.IsReady = false;
                                    }
                                }
                                break;
                            case MatchmakingQueueState.WaitingForHostedGame:
                                if (_hostGameTimeout.IsTime)
                                {
                                    Log.WarnFormat("[{0}] Timed out waiting for hosted game to be created...Oh Noes!",this);
                                    State = MatchmakingQueueState.WaitingForUsers;
                                    foreach (var u in _users)
                                    {
                                        u.IsInReadyQueue = false;
                                        u.IsReady = false;
                                    }
                                }
                                break;
                        }

                        // Send status messages
                        if (sendStatusUpdatesBlock.IsTime)
                        {
                            var mess = new MatchmakingInLineUpdateMessage(AverageTime.Time, null, QueueId);
                            foreach (var u in _users.Where(x => x.IsInReadyQueue == false))
                            {
                                mess.To = u.JidUser;
                                mess.GenerateId();
                                Bot.Messanger.Send(mess);
                            }
                        }

                    }
                    catch (Exception e)
                    {
                        Log.Error ("[" + this + "] Run",e);
                    }
                }
                if (_runCancelToken.IsCancellationRequested == false && !Disposed)
                    Thread.Sleep(TimeSpan.FromSeconds(1));
            }
			Log.InfoFormat("[{0}] Queue done running",this);
        }