/// <summary> /// Reads a new simulation-state out of stream. /// </summary> /// <returns>New simulation-state or null, if stream is over</returns> public SimulationState Read() { // if stream is at his end, return null if (complete) { return(null); } // first block have to be a frame-start ISerializable block; BlockType blockType = serializer.Read(out block); // detect stream-end if (blockType == BlockType.StreamEnd) { complete = true; return(null); } // unexpected block-type if (blockType != BlockType.FrameStart) { throw new InvalidOperationException( string.Format( CultureInfo.CurrentCulture, Resource.AntvideoReaderInvalidBlockType, blockType)); } // block-loop while (blockType != BlockType.FrameEnd) { blockType = serializer.Read(out block); switch (blockType) { case BlockType.Ant: Ant ant = (Ant)block; antList.Add(ant.Id, ant); break; case BlockType.Anthill: Anthill anthill = (Anthill)block; anthillList.Add(anthill.Id, anthill); break; case BlockType.AntLost: Lost antLost = (Lost)block; antList.Remove(antLost.Id); break; case BlockType.AntUpdate: AntUpdate antUpdate = (AntUpdate)block; antList[antUpdate.Id].Update(antUpdate); break; case BlockType.Bug: Bug bug = (Bug)block; bugList.Add(bug.Id, bug); break; case BlockType.BugLost: Lost bugLost = (Lost)block; bugList.Remove(bugLost.Id); break; case BlockType.BugUpdate: BugUpdate bugUpdate = (BugUpdate)block; bugList[bugUpdate.Id].Update(bugUpdate); break; case BlockType.Caste: Caste caste = (Caste)block; casteList[caste.ColonyId].Add(caste.Id, caste); break; case BlockType.Team: Team team = (Team)block; teamList.Add(team.Id, team); colonyList.Add(team.Id, new Dictionary <int, Colony>()); break; case BlockType.Colony: Colony colony = (Colony)block; colonyList[colony.TeamId].Add(colony.Id, colony); casteList.Add(colony.Id, new Dictionary <int, Caste>()); break; case BlockType.ColonyUpdate: ColonyUpdate colonyUpdate = (ColonyUpdate)block; colonyList[colonyUpdate.TeamId][colonyUpdate.Id].Update(colonyUpdate); break; case BlockType.Frame: frame = (Frame)block; break; case BlockType.FrameUpdate: FrameUpdate frameUpdate = (FrameUpdate)block; frame.Update(frameUpdate); break; case BlockType.Fruit: Fruit fruit = (Fruit)block; fruitList.Add(fruit.Id, fruit); break; case BlockType.FruitLost: Lost fruitLost = (Lost)block; fruitList.Remove(fruitLost.Id); break; case BlockType.FruitUpdate: FruitUpdate fruitUpdate = (FruitUpdate)block; fruitList[fruitUpdate.Id].Update(fruitUpdate); break; case BlockType.Marker: Marker marker = (Marker)block; markerList.Add(marker.Id, marker); break; case BlockType.MarkerLost: Lost markerLost = (Lost)block; markerList.Remove(markerLost.Id); break; case BlockType.MarkerUpdate: MarkerUpdate markerUpdate = (MarkerUpdate)block; markerList[markerUpdate.Id].Update(markerUpdate); break; case BlockType.Sugar: Sugar sugar = (Sugar)block; sugarList.Add(sugar.Id, sugar); break; case BlockType.SugarLost: Lost sugarLost = (Lost)block; sugarList.Remove(sugarLost.Id); break; case BlockType.SugarUpdate: SugarUpdate sugarUpdate = (SugarUpdate)block; sugarList[sugarUpdate.Id].Update(sugarUpdate); break; } } // Detect streamend if ((BlockType)serializer.Peek() == BlockType.StreamEnd) { complete = true; } // Interpolate all elements and buildup state frame.Interpolate(); SimulationState state = frame.GenerateState(); foreach (Bug bug in bugList.Values) { bug.Interpolate(); state.BugStates.Add(bug.GenerateState()); } foreach (Fruit fruit in fruitList.Values) { fruit.Interpolate(); state.FruitStates.Add(fruit.GenerateState()); } foreach (Sugar sugar in sugarList.Values) { sugar.Interpolate(); state.SugarStates.Add(sugar.GenerateState()); } foreach (Team team in teamList.Values) { TeamState teamState = team.GenerateState(); state.TeamStates.Add(teamState); foreach (Colony colony in colonyList[team.Id].Values) { colony.Interpolate(); ColonyState colonyState = colony.GenerateState(); teamState.ColonyStates.Add(colonyState); foreach (Caste caste in casteList[colony.Id].Values) { colonyState.CasteStates.Add(caste.GenerateState()); } foreach (Anthill anthill in anthillList.Values) { if (anthill.ColonyId == colony.Id) { colonyState.AnthillStates.Add(anthill.GenerateState()); } } foreach (Ant ant in antList.Values) { if (ant.ColonyId == colony.Id) { ant.Interpolate(); colonyState.AntStates.Add(ant.GenerateState()); } } foreach (Marker marker in markerList.Values) { if (marker.ColonyId == colony.Id) { marker.Interpolate(); colonyState.MarkerStates.Add(marker.GenerateState()); } } } } // deliver return(state); }