/** * Send Game Loaded message to the Docent. This allows it to update it's view * to show the current representation of the game. It's ignored if the docent isn't available. */ private void SendGameLoadedMessageToDocent() { if (0 != GameInterface.dispatchEvent(KEYWORD_DOCENT, "gameLoaded")) { Debug.LogWarning("Game loaded message delivery failed!"); } }
/** * Dispatches the currently stored list of games from the locally generated list */ public void UpdateDocentGamesList() { EscEvent evt = new EscEvent("games", gamesList); string initPayloadString = evt.ToString(); GameInterface.dispatchEvent("docent", initPayloadString); }
//! Dispatches a EscEvent to a controller client to pause. private void PauseControllers() { foreach (Client client in this.clients) { GameInterface.dispatchEvent(client.Username(), API_KEYWORD_GAME_PAUSED); //LoadSave.savedData.Add (Time.time.ToString () + " : OUT :" + client.Username () + " " + API_KEYWORD_GAME_PAUSED + "\n"); } }
/** * Dispatches a EscEvent to a controller client with initial payload attributes provided by the Game class. * * @param client the client to be initialized * @param initPayload the initialization key/value pairs to be dispatched */ public void InitializeController(Client client, Dictionary <string, string> initPayload) { string msgInit = API_KEYWORD_INIT.Substring(0, API_KEYWORD_INIT.Length - 1); EscEvent evt = new EscEvent(msgInit, initPayload); string initPayloadString = evt.ToString(); WriteToLog(" sending message: " + initPayloadString + " to " + client.Username()); // LoadSave.savedData.Add (Time.time.ToString () + " : OUT :" + client.Username () + " " + initPayloadString + "\n"); GameInterface.dispatchEvent(client.Username(), initPayloadString); }
//! Dispatch a custom Esc Event message to the specified peer public int DispatchEventToClient(EscEvent evt, Peer endpoint) { WriteToLog(" sending message: " + evt.ToString() + " to " + endpoint.Username()); if (evt.ToString().Length > 256) { Debug.LogWarning("ServerConnection : DispatchEventToClient EscEvent length exceeds limit!"); } // LoadSave.savedData.Add (Time.time.ToString () + " : OUT :" + evt.ToString () + "\n"); return(GameInterface.dispatchEvent(endpoint.Username(), evt.ToString())); }
/** * Invoked by the ESC Launcher application when a Quit action is triggered or when a new game is loaded. * Dispatches an event to the plugin which then propagates it to all connected client controllers. */ public void DocentQuitGame(string gameId) { Dictionary <string, string> dict = new Dictionary <string, string>(); dict.Add("game", gameId); EscEvent evt = new EscEvent("quit", dict); GameInterface.dispatchEvent("game-engine", evt.ToString()); if (null != OnDocentGameEnd) { OnDocentGameEnd(gameId); } }
//! Dispatches an EscEvent to the game engine to stop game public void DocentStopGame(string gameId) { Dictionary <string, string> dict = new Dictionary <string, string>(); dict.Add("game", gameId); EscEvent evt = new EscEvent("stop", dict); GameInterface.dispatchEvent("game-engine", evt.ToString()); GameInterface.writeLog("stop game"); if (null != OnDocentGameStop) { OnDocentGameStop(gameId); } }
//! Command to interface which dispatches start of game event to all controller clients. public void StartGame() { foreach (Client client in this.clients) { if (!client.IsReady()) { client.SetStatus(5); client.SetReadiness(false); // LoadSave.savedData.Add (Time.time.ToString () + " : OUT :" + API_KEYWORD_GAME_END + "\n"); GameInterface.dispatchEvent(client.Username(), API_KEYWORD_GAME_END); } else { // LoadSave.savedData.Add (Time.time.ToString () + " : OUT :" + API_KEYWORD_GAME_START + "\n"); GameInterface.dispatchEvent(client.Username(), API_KEYWORD_GAME_START); } } }
/** * Dispatches a list of parameters to the docent remote control to initialize it * * @param gameId the unique game name identifier * @param mode1 the first mode toggle integer * @param mode2 the second mode toggle integer * @param mode3 the third mode toggle integer * @param param1 the first custom string paramter * @param param2 the second custom string paramter * @param param3 the third custom string paramter * * !DEPRECATED! */ public void DocentApplyAdvancedSettings(string gameId, int mode1, int mode2, int mode3, string param1, string param2, string param3) { Dictionary <string, string> dict = new Dictionary <string, string>(); dict.Add("game", gameId); if (-1 != mode1) { dict.Add("mode1", mode1.ToString()); } if (-1 != mode2) { dict.Add("mode2", mode2.ToString()); } if (-1 != mode3) { dict.Add("mode3", mode3.ToString()); } if ("" != param1) { dict.Add("param1", param1.ToString()); } if ("" != param1) { dict.Add("param2", param1.ToString()); } if ("" != param1) { dict.Add("param3", param1.ToString()); } EscEvent evt = new EscEvent("start", dict); GameInterface.dispatchEvent("game-engine", evt.ToString()); if (null != OnDocentApplyAdvancedSettings) { OnDocentApplyAdvancedSettings(gameId); } }
/** * Dispatches an EscEvent to the game engine to start the game * * @param gameId the unique game name identifier * @param round the round setting to dispatch * @param difficulty the difficulty setting to dispatch */ public void DocentStartGame(string gameId, int round, int difficulty) { Dictionary <string, string> dict = new Dictionary <string, string>(); dict.Add("game", gameId); if (-1 != round) { dict.Add("round", round.ToString()); } if (-1 != difficulty) { dict.Add("difficulty", difficulty.ToString()); } EscEvent evt = new EscEvent("start", dict); GameInterface.dispatchEvent("game-engine", evt.ToString()); if (null != OnDocentGameStart) { OnDocentGameStart(gameId); } }
/** * Sends 1-3 parameter strings to the docent remote to serve as acceptable defaults. This provides an opportunity * for a game administrator to custom tailor the game experience to the current audience. Each game should document * what parameters they are able to accept and what effect those parameters will have so an administrator will know * what to expect of their inputs. * * @param parameter1 the first string option * @param parameter2 the optional second string option * @param parameter3 the optional third string option * @return TRUE if successfully sent, FALSE otherwise */ public bool SubmitParameterStrings(string parameter1, string parameter2 = "", string parameter3 = "") { bool eventSent = false; if (GameInterface.isConnected()) { // LoadSave.savedData.Add (Time.time.ToString () + " : SubmitParameterStrings \n"); string options = API_KEYWORD_APPLY_PARAMS + "param1=" + parameter1 + ",param2=" + parameter2 + ",param3=" + parameter3; if (0 != GameInterface.dispatchEvent(KEYWORD_DOCENT, options)) { Debug.LogWarning("parameter strings message delivery failed."); } else { eventSent = true; } } else { Debug.LogWarning("game not yet connected"); } return(eventSent); }
/** * Dispatches an EscEvent to a controller client without any special attributes. * * @param client the client to be initialized */ public void InitializeController(Client client) { GameInterface.dispatchEvent(client.Username(), API_KEYWORD_INIT); // LoadSave.savedData.Add (Time.time.ToString () + " : OUT :" + client.Username () + " " + API_KEYWORD_INIT + "\n"); }
/** * Handles any client connection changes that occur during each frame update. * If the state listener is connected, it will call its update function. * While the Game Server Interface has status changes, it will attempt to reconnect until connection is successful. * When TLS is connected, this class's server object will instantiate with its current IP address. * While the Game Server Interface has queued presence events, each event will be marshaled based upon the client's identity. * If a client is not yet recognized, it is added to the client collection and a registration message containing the * game server IP is dispatched to the controller client. If the client already exists, the presence state received is * used to determine connectivity status. * * While the Game Server Interface has queued events, each event will be marshaled to the client object associated * with the sender and its message string parsed for either registration, initialization, or generic events, which * are then dispatched directly to the game class. * * Finally, if any client state changes have been made they are propogated to the clients. * * @see Esc.GameInterface * @see Esc.Server * @see Esc.StateListener */ public void Update() { // Go Full Screen after delay if (cumulativeTime > launchDelay && !gameFullScreen) { if (ServerConnection.developerMode) { GameInterface.goFullScreenDevMode(); WriteToLog("Set Game Full Screen Dev Mode"); } else { GameInterface.goFullScreen(); WriteToLog("Set Game Full Screen Production Mode"); } gameFullScreen = true; } else { cumulativeTime += Time.deltaTime; } if (this.stateListener != null) { if (this.stateListener.IsConnected()) { this.stateListener.Update(); } } if (this.willReconnect) { this.willReconnect = false; GameInterface.startServerInterface(); } // process status changes while (GameInterface.hasMoreStatusChanges()) { int stat; if (0 == GameInterface.getNextStatusChange(out stat)) { switch (stat) { case 0: // connected break; case 1: // TLS connected break; case 2: // disconnected if (null != OnDisconnected) { OnDisconnected(); } if (this.autoReconnect) { willReconnect = true; } // if (this.gameStarted){ // analytics.TrackGameDisconnected(); // } break; case 3: // roster loaded; this.server = new Server(KEYWORD_GAME_ENGINE); this.server.SetRemoteEndpoint("127.0.0.1"); if (null != OnConnected) { OnConnected(); } SendGameLoadedMessageToDocent(); //analytics.TrackGameLoad(GetClientRegisteredCount()); break; case 4: // error break; default: break; } } } // process presence events while (GameInterface.hasMorePresenceEvents()) { StringBuilder user = new StringBuilder(64); int presence; if (0 == GameInterface.getNextPresenceEvent(user, user.Capacity, out presence)) { uint index; string username = user.ToString(); if (KEYWORD_DOCENT != username && KEYWORD_GAME_LAUNCHER != username) { if (this.clientUsernameMap.ContainsKey(username)) { this.clientUsernameMap.TryGetValue(username, out index); if (index >= 0 && clients.Count > 0 && index < clients.Count) { this.clients [(int)index].SetStatus(presence); if (presence == 5) { DisconnectClient(this.clients [(int)index]); // if (this.gameStarted) // analytics.TrackControllerDisconnected(); } else if (presence == 0 && !this.gameStarted) { string registrationMessage = API_KEYWORD_REGISTERED + this.serverIpAddress + "," + index.ToString() + "," + this.gameId; GameInterface.dispatchEvent(username, registrationMessage); // LoadSave.savedData.Add (Time.time.ToString () + " : OUT :" + username + " " + registrationMessage + "\n"); WriteToLog(" 1 registering user: "******"," + index.ToString() + "," + this.gameId; GameInterface.dispatchEvent(username, registrationMessage); // LoadSave.savedData.Add (Time.time.ToString () + " : OUT :" + username + " " + registrationMessage + "\n"); WriteToLog(" 2 registering user: "******" : IN :" + username + " " + msgString + "\n"); WriteToLog(" " + username + " sent a message: " + msgString); if (username.Equals(KEYWORD_GAME_LAUNCHER)) { EscEvent evt = EscEvent.FromString(msgString); string requestedGameID = evt.attributes ["game"]; if (msgString.StartsWith(API_KEYWORD_START)) { if (requestedGameID.Equals(this.gameId)) { this.gameStarted = true; this.gameStartRound = Convert.ToInt32(evt.attributes ["round"]); this.gameDifficulty = Convert.ToInt32(evt.attributes ["difficulty"]); StartGame(); OnGameStart(requestedGameID); // track how many total controllers are registered //analytics.TrackGameLoad(GetClientRegisteredCount()); // track the round started //analytics.TrackRoundStart(this.gameStartRound.ToString()); // track how many total controllers are ready to play the game //analytics.TrackGameStart(GetClientReadyCount ()); } } else if (msgString.StartsWith(API_KEYWORD_PAUSE)) { if (requestedGameID.Equals(this.gameId)) { this.gamePaused = !this.gamePaused; PauseControllers(); OnGamePause(requestedGameID); // track game pause //analytics.TrackGamePause(GetClientReadyCount ()); } } else if (msgString.StartsWith(API_KEYWORD_STOP)) { if (requestedGameID.Equals(this.gameId)) { this.gameStarted = false; OnGameStop(requestedGameID); WriteToLog(msgString); // track the round ended //analytics.TrackRoundEnd(this.gameStartRound.ToString()); } } else if (msgString.StartsWith(API_KEYWORD_QUIT)) { if (requestedGameID.Equals(this.gameId)) { this.gameStarted = false; OnGameEnd(requestedGameID); Application.Quit(); WriteToLog(msgString); // track game end //analytics.TrackGameEnd(GetClientReadyCount ()); } } } else if (!username.Equals(KEYWORD_DOCENT)) { if (this.clientUsernameMap.ContainsKey(username)) { this.clientUsernameMap.TryGetValue(username, out index); if (index >= clients.Count) { WriteToLog(" " + username + " has an invalid index: " + index.ToString()); continue; } if (msgString.StartsWith(API_KEYWORD_REGISTERED)) { string ipAddress = msgString.Substring(API_KEYWORD_REGISTERED.Length); this.clients [(int)index].Register(ipAddress); if (null != OnClientRegistered) { OnClientRegistered(this.clients [(int)index]); } } else if (msgString.StartsWith(API_KEYWORD_INIT)) { this.clients [(int)index].SetReadiness(true); if (null != OnClientInitialized) { OnClientInitialized(this.clients [(int)index], EscEvent.FromString(msgString)); } } else { EscEvent evt = EscEvent.FromString(msgString); this.clients [(int)index].AppendEvent(evt); } } } else if (username.Equals(KEYWORD_DOCENT)) { if (msgString.StartsWith(API_KEYWORD_APPLY_PARAMS)) { // determine which command it is and parse it... EscEvent evt = EscEvent.FromString(msgString); int modeParam1 = 0; int modeParam2 = 0; int modeParam3 = 0; try { // WARNING: This won't work if mode3 was sent but mode 2 was not modeParam1 = Int32.Parse(evt.attributes ["mode1"]); modeParam2 = Int32.Parse(evt.attributes ["mode2"]); modeParam3 = Int32.Parse(evt.attributes ["mode3"]); } catch { WriteToLog(" error parsing docent parameters "); } // store parameters locally... this.gameStringParameter1 = evt.attributes ["param1"]; this.gameStringParameter2 = evt.attributes ["param2"]; this.gameStringParameter3 = evt.attributes ["param3"]; this.gameModeParameter1 = modeParam1; this.gameModeParameter2 = modeParam2; this.gameModeParameter3 = modeParam3; // notify listeners that a change was applied if (null != OnParametersUpdated) { OnParametersUpdated(); } } else if (msgString.StartsWith(KEYWORD_NEXT)) { // notify listeners that the next button was pressed if (null != OnNextScreen) { OnNextScreen(); } } else if (msgString.StartsWith(KEYWORD_CHECK_IF_LOADED)) { string options = API_KEYWORD_GAME_PREVIOUSLY_LOADED + "gameId=" + this.gameId + ",gameStarted=" + this.gameStarted; GameInterface.dispatchEvent(username, options); // LoadSave.savedData.Add (Time.time.ToString () + " : OUT :" + username + " " + options + "\n"); } } } } if (null != this.server && this.server.StateVarsAreStale()) { this.server.PropagateStateVars(); } }