Exemplo n.º 1
0
        /// <summary>
        /// Updates and synchronizes this Player's Custom Properties. Optionally, expectedProperties can be provided as condition.
        /// </summary>
        /// <remarks>
        /// Custom Properties are a set of string keys and arbitrary values which is synchronized
        /// for the players in a Room. They are available when the client enters the room, as
        /// they are in the response of OpJoin and OpCreate.
        ///
        /// Custom Properties either relate to the (current) Room or a Player (in that Room).
        ///
        /// Both classes locally cache the current key/values and make them available as
        /// property: CustomProperties. This is provided only to read them.
        /// You must use the method SetCustomProperties to set/modify them.
        ///
        /// Any client can set any Custom Properties anytime (when in a room).
        /// It's up to the game logic to organize how they are best used.
        ///
        /// You should call SetCustomProperties only with key/values that are new or changed. This reduces
        /// traffic and performance.
        ///
        /// Unless you define some expectedProperties, setting key/values is always permitted.
        /// In this case, the property-setting client will not receive the new values from the server but
        /// instead update its local cache in SetCustomProperties.
        ///
        /// If you define expectedProperties, the server will skip updates if the server property-cache
        /// does not contain all expectedProperties with the same values.
        /// In this case, the property-setting client will get an update from the server and update it's
        /// cached key/values at about the same time as everyone else.
        ///
        /// The benefit of using expectedProperties can be only one client successfully sets a key from
        /// one known value to another.
        /// As example: Store who owns an item in a Custom Property "ownedBy". It's 0 initally.
        /// When multiple players reach the item, they all attempt to change "ownedBy" from 0 to their
        /// actorNumber. If you use expectedProperties {"ownedBy", 0} as condition, the first player to
        /// take the item will have it (and the others fail to set the ownership).
        ///
        /// Properties get saved with the game state for Turnbased games (which use IsPersistent = true).
        /// </remarks>
        /// <param name="propertiesToSet">Hashtable of Custom Properties to be set. </param>
        /// <param name="expectedValues">If non-null, these are the property-values the server will check as condition for this update.</param>
        /// <param name="webFlags">Defines if this SetCustomProperties-operation gets forwarded to your WebHooks. Client must be in room.</param>
        public void SetCustomProperties(Hashtable propertiesToSet, Hashtable expectedValues = null, WebFlags webFlags = null)
        {
            if (propertiesToSet == null)
            {
                return;
            }

            Hashtable customProps        = propertiesToSet.StripToStringKeys() as Hashtable;
            Hashtable customPropsToCheck = expectedValues.StripToStringKeys() as Hashtable;


            // no expected values -> set and callback
            bool noCas = customPropsToCheck == null || customPropsToCheck.Count == 0;


            if (noCas)
            {
                this.CustomProperties.Merge(customProps);
                this.CustomProperties.StripKeysWithNullValues();
            }

            // send (sync) these new values if in room
            if (this.RoomReference != null && this.RoomReference.IsLocalClientInside)
            {
                this.RoomReference.LoadBalancingClient.loadBalancingPeer.OpSetPropertiesOfActor(this.actorID, customProps, customPropsToCheck, webFlags);
            }
        }
Exemplo n.º 2
0
        /// <summary>
        /// Updates and synchronizes this Room's Custom Properties. Optionally, expectedProperties can be provided as condition.
        /// </summary>
        /// <remarks>
        /// Custom Properties are a set of string keys and arbitrary values which is synchronized
        /// for the players in a Room. They are available when the client enters the room, as
        /// they are in the response of OpJoin and OpCreate.
        ///
        /// Custom Properties either relate to the (current) Room or a Player (in that Room).
        ///
        /// Both classes locally cache the current key/values and make them available as
        /// property: CustomProperties. This is provided only to read them.
        /// You must use the method SetCustomProperties to set/modify them.
        ///
        /// Any client can set any Custom Properties anytime (when in a room).
        /// It's up to the game logic to organize how they are best used.
        ///
        /// You should call SetCustomProperties only with key/values that are new or changed. This reduces
        /// traffic and performance.
        ///
        /// Unless you define some expectedProperties, setting key/values is always permitted.
        /// In this case, the property-setting client will not receive the new values from the server but
        /// instead update its local cache in SetCustomProperties.
        ///
        /// If you define expectedProperties, the server will skip updates if the server property-cache
        /// does not contain all expectedProperties with the same values.
        /// In this case, the property-setting client will get an update from the server and update it's
        /// cached key/values at about the same time as everyone else.
        ///
        /// The benefit of using expectedProperties can be only one client successfully sets a key from
        /// one known value to another.
        /// As example: Store who owns an item in a Custom Property "ownedBy". It's 0 initally.
        /// When multiple players reach the item, they all attempt to change "ownedBy" from 0 to their
        /// actorNumber. If you use expectedProperties {"ownedBy", 0} as condition, the first player to
        /// take the item will have it (and the others fail to set the ownership).
        ///
        /// Properties get saved with the game state for Turnbased games (which use IsPersistent = true).
        /// </remarks>
        /// <param name="propertiesToSet">Hashtable of Custom Properties that changes.</param>
        /// <param name="expectedProperties">Provide some keys/values to use as condition for setting the new values. Client must be in room.</param>
        /// <param name="webFlags">Defines if this SetCustomProperties-operation gets forwarded to your WebHooks. Client must be in room.</param>
        public virtual void SetCustomProperties(Hashtable propertiesToSet, Hashtable expectedProperties = null, WebFlags webFlags = null)
        {
            Hashtable customProps = propertiesToSet.StripToStringKeys() as Hashtable;

            // merge (and delete null-values), unless we use CAS (expected props)
            if (expectedProperties == null || expectedProperties.Count == 0)
            {
                this.CustomProperties.Merge(customProps);
                this.CustomProperties.StripKeysWithNullValues();
            }

            // send (sync) these new values if in room
            if (this.IsLocalClientInside)
            {
                this.LoadBalancingClient.loadBalancingPeer.OpSetPropertiesOfRoom(customProps, expectedProperties, webFlags);
            }
        }