Merge pull request 'developmaunt' (#5) from developmaunt into mauster
Reviewed-on: https://git.mau-mau.nl/MauMau/MauMau-Server/pulls/5
This commit was merged in pull request #5.
This commit is contained in:
@@ -1,4 +1,26 @@
|
||||
.idea/
|
||||
.git/
|
||||
.gitignore
|
||||
README.md
|
||||
**/.dockerignore
|
||||
**/.env
|
||||
**/.git
|
||||
**/.gitea
|
||||
**/.gitignore
|
||||
**/.project
|
||||
**/.settings
|
||||
**/.toolstarget
|
||||
**/.vs
|
||||
**/.vscode
|
||||
**/.idea
|
||||
**/*.*proj.user
|
||||
**/*.dbmdl
|
||||
**/*.jfm
|
||||
**/azds.yaml
|
||||
**/bin
|
||||
**/charts
|
||||
**/docker-compose*
|
||||
**/Dockerfile*
|
||||
**/node_modules
|
||||
**/npm-debug.log
|
||||
**/obj
|
||||
**/secrets.dev.yaml
|
||||
**/values.dev.yaml
|
||||
LICENSE
|
||||
README.md
|
||||
@@ -28,7 +28,7 @@ jobs:
|
||||
- name: Setup .NET Core
|
||||
uses: actions/setup-dotnet@v3
|
||||
with:
|
||||
dotnet-version: 7.0.x
|
||||
dotnet-version: 8.0.x
|
||||
|
||||
- name: Install dependencies
|
||||
run: dotnet restore
|
||||
|
||||
15
.gitignore
vendored
15
.gitignore
vendored
@@ -1,8 +1,7 @@
|
||||
.idea
|
||||
bin
|
||||
obj
|
||||
Properties
|
||||
appsettings.Local.json
|
||||
.git
|
||||
*.DotSettings.user
|
||||
*.sln
|
||||
bin/
|
||||
obj/
|
||||
/packages/
|
||||
riderModule.iml
|
||||
/_ReSharper.Caches/
|
||||
|
||||
.idea
|
||||
36
Dockerfile
36
Dockerfile
@@ -1,35 +1,23 @@
|
||||
FROM mcr.microsoft.com/dotnet/runtime-deps:7.0-alpine AS base
|
||||
FROM mcr.microsoft.com/dotnet/aspnet:8.0 AS base
|
||||
USER $APP_UID
|
||||
WORKDIR /app
|
||||
EXPOSE 80 443
|
||||
|
||||
FROM --platform=$BUILDPLATFORM mcr.microsoft.com/dotnet/sdk:7.0-alpine AS build
|
||||
ARG TARGETARCH
|
||||
ARG BUILDPLATFORM
|
||||
EXPOSE 8080
|
||||
EXPOSE 8081
|
||||
|
||||
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
|
||||
ARG BUILD_CONFIGURATION=Release
|
||||
WORKDIR /src
|
||||
COPY *.csproj .
|
||||
COPY MauMau-Server.csproj .
|
||||
RUN dotnet restore "MauMau-Server.csproj"
|
||||
COPY . .
|
||||
WORKDIR "/src"
|
||||
RUN dotnet build "MauMau-Server.csproj" -c Release -o /app/build -a $TARGETARCH
|
||||
RUN dotnet build "MauMau-Server.csproj" -c $BUILD_CONFIGURATION -o /app/build
|
||||
|
||||
FROM build AS publish
|
||||
RUN dotnet publish "MauMau-Server.csproj" -c Release -o /app/publish \
|
||||
--self-contained true \
|
||||
/p:PublishTrimmed=true \
|
||||
/p:PublishSingleFile=true \
|
||||
-a $TARGETARCH
|
||||
ARG BUILD_CONFIGURATION=Release
|
||||
RUN dotnet publish "MauMau-Server.csproj" -c $BUILD_CONFIGURATION -o /app/publish /p:UseAppHost=false
|
||||
|
||||
FROM --platform=$BUILDPLATFORM base AS final
|
||||
ARG TARGETARCH
|
||||
ARG BUILDPLATFORM
|
||||
|
||||
RUN adduser --disabled-password \
|
||||
--home /app \
|
||||
--gecos '' dotnetuser && chown -R dotnetuser /app
|
||||
|
||||
USER dotnetuser
|
||||
FROM base AS final
|
||||
WORKDIR /app
|
||||
|
||||
COPY --from=publish /app/publish .
|
||||
ENTRYPOINT ["./MauMau-Server"]
|
||||
ENTRYPOINT ["dotnet", "MauMau-Server.dll"]
|
||||
|
||||
25
Mau/Card.cs
25
Mau/Card.cs
@@ -31,22 +31,37 @@ public static class CardExtensions
|
||||
{
|
||||
return card1.IsSameCardType(card2) && card1.IsSameCardValue(card2);
|
||||
}
|
||||
|
||||
|
||||
public static bool IsSameCardType(this Card card1, Card card2)
|
||||
{
|
||||
return card1.CardType == card2.CardType;
|
||||
}
|
||||
|
||||
|
||||
public static bool IsSameCardValue(this Card card1, Card card2)
|
||||
{
|
||||
return card1.CardValue == card2.CardValue;
|
||||
}
|
||||
|
||||
|
||||
public static bool CanBePlayedOn(this Card playedCard, Card currentCard)
|
||||
{
|
||||
return playedCard.IsSameCardType(currentCard)
|
||||
|| playedCard.IsSameCardValue(currentCard)
|
||||
|| playedCard.CardType == CardType.JOKER;
|
||||
|| playedCard.IsSameCardValue(currentCard)
|
||||
|| playedCard.CardType == CardType.JOKER;
|
||||
}
|
||||
|
||||
public static bool IsSpecialCard(this Card card)
|
||||
{
|
||||
return card.IsMauCard() || card.CardValue is
|
||||
CardValue.SEVEN or
|
||||
CardValue.EIGHT or
|
||||
CardValue.JACK or
|
||||
CardValue.KING or
|
||||
CardValue.ACE;
|
||||
}
|
||||
|
||||
public static bool IsMauCard(this Card card)
|
||||
{
|
||||
return card.CardType == CardType.JOKER || card.CardValue is CardValue.TWO;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
107
Mau/Deck.cs
107
Mau/Deck.cs
@@ -2,9 +2,9 @@
|
||||
|
||||
public class Deck
|
||||
{
|
||||
private List<Card> _unusedDeck = new();
|
||||
private List<Card> _usedDeck = new();
|
||||
public Card CurrentCard;
|
||||
private readonly List<Card> _unusedDeck = new();
|
||||
private readonly List<Card> _usedDeck = new();
|
||||
public Card CurrentCard { get; private set; }
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
@@ -13,25 +13,32 @@ public class Deck
|
||||
*/
|
||||
public Deck()
|
||||
{
|
||||
// Create a new set of cards
|
||||
CreateSet();
|
||||
|
||||
// Shuffle the deck
|
||||
ShuffleDeck();
|
||||
CurrentCard = DrawCard();
|
||||
_usedDeck.Add(CurrentCard);
|
||||
|
||||
if (CurrentCard.CardType != CardType.JOKER) return;
|
||||
CurrentCard = DrawCard();
|
||||
_usedDeck.Add(CurrentCard);
|
||||
|
||||
// Draw the first card
|
||||
var initialCard = DrawCard();
|
||||
|
||||
// Set the current card to the first card
|
||||
CurrentCard = initialCard;
|
||||
}
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
* Adds the given card to the used cards deck.
|
||||
* Adds the given card to the used cards deck and sets the current card to the given card.
|
||||
* </summary>
|
||||
* <param name="card">The card to add to the used cards deck.</param>
|
||||
*/
|
||||
public void AddCardToUsedDeck(Card card)
|
||||
{
|
||||
// Add the card to the used deck
|
||||
_usedDeck.Add(card);
|
||||
|
||||
// Set the current card to the given card
|
||||
CurrentCard = card;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -44,7 +51,42 @@ public class Deck
|
||||
{
|
||||
_usedDeck.AddRange(cards);
|
||||
}
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
* Draws a card from the deck.
|
||||
* If the deck is empty, the deck is reshuffled with <see cref="ReshuffleDeck"/>.
|
||||
* </summary>
|
||||
*/
|
||||
public Card DrawCard()
|
||||
{
|
||||
// Check if the deck is empty, if so, reshuffle it
|
||||
if (_unusedDeck.Count == 0) ReshuffleDeck();
|
||||
|
||||
// Grab the first card from the deck and remove it
|
||||
var card = _unusedDeck[0];
|
||||
_unusedDeck.RemoveAt(0);
|
||||
|
||||
return card;
|
||||
}
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
* Take a given amount of cards from the deck. This method calls <see cref="DrawCard"/> for each card.
|
||||
* </summary>
|
||||
* <param name="amount">The amount of cards to draw from the deck.</param>
|
||||
*/
|
||||
public IEnumerable<Card> DrawCards(int amount)
|
||||
{
|
||||
// Create a list of cards and add the drawn cards to it
|
||||
var cards = new List<Card>();
|
||||
for (var i = 0; i < amount; i++)
|
||||
{
|
||||
cards.Add(DrawCard());
|
||||
}
|
||||
return cards;
|
||||
}
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
* Creates a new deck of cards and adds them to the unused deck.
|
||||
@@ -67,36 +109,6 @@ public class Deck
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
* Draws a card from the deck.
|
||||
* If the deck is empty, the deck is reshuffled with <see cref="ReshuffleDeck"/>.
|
||||
* </summary>
|
||||
*/
|
||||
public Card DrawCard()
|
||||
{
|
||||
if (_unusedDeck.Count == 0) ReshuffleDeck();
|
||||
var card = _unusedDeck[0];
|
||||
_unusedDeck.RemoveAt(0);
|
||||
return card;
|
||||
}
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
* Take a given amount of cards from the deck. This method calls <see cref="DrawCard"/> for each card.
|
||||
* </summary>
|
||||
* <param name="amount">The amount of cards to draw from the deck.</param>
|
||||
*/
|
||||
public IEnumerable<Card> DrawCards(int amount)
|
||||
{
|
||||
var cards = new List<Card>();
|
||||
for (var i = 0; i < amount; i++)
|
||||
{
|
||||
cards.Add(DrawCard());
|
||||
}
|
||||
return cards;
|
||||
}
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
@@ -106,14 +118,17 @@ public class Deck
|
||||
*/
|
||||
private void ReshuffleDeck()
|
||||
{
|
||||
// Move all used cards back to the unused deck
|
||||
_unusedDeck.AddRange(_usedDeck);
|
||||
_usedDeck.Clear();
|
||||
|
||||
if (_unusedDeck.Count == 0)
|
||||
// If there are no cards left, create a new set and add it
|
||||
if (!_unusedDeck.Any())
|
||||
{
|
||||
CreateSet();
|
||||
}
|
||||
|
||||
// Shuffle the deck
|
||||
ShuffleDeck();
|
||||
}
|
||||
|
||||
@@ -124,6 +139,14 @@ public class Deck
|
||||
*/
|
||||
private void ShuffleDeck()
|
||||
{
|
||||
_unusedDeck = _unusedDeck.OrderBy(x => Guid.NewGuid()).ToList();
|
||||
// Clear the unused ceck
|
||||
var unusedDeckCopy = new List<Card>(_unusedDeck);
|
||||
_unusedDeck.Clear();
|
||||
|
||||
// Shuffle the deck
|
||||
unusedDeckCopy = unusedDeckCopy.OrderBy(x => Guid.NewGuid()).ToList();
|
||||
|
||||
// Add the shuffled deck back to the unused deck
|
||||
_unusedDeck.AddRange(unusedDeckCopy);
|
||||
}
|
||||
}
|
||||
164
Mau/Game.cs
164
Mau/Game.cs
@@ -1,34 +1,53 @@
|
||||
using MauMau_Server.Mau.GameMessages;
|
||||
using System.Text.Json;
|
||||
using MauMau_Server.Mau.GameMessages;
|
||||
using MauMau_Server.Mau.Managers;
|
||||
using MauMau_Server.Websockets;
|
||||
using MauMau_Server.Room;
|
||||
using MauMau_Server.Room.Messages;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
namespace MauMau_Server.Mau;
|
||||
|
||||
public class Game : RoomType
|
||||
{
|
||||
// Helpers
|
||||
private readonly Deck _deck = new();
|
||||
private readonly TurnManager _turnManager = new();
|
||||
public readonly List<Card> MauCardBuffer = new();
|
||||
public CardType? NextAllowedCardType { get; set; }
|
||||
|
||||
// Game state
|
||||
private readonly List<Card> _mauCardBuffer = new();
|
||||
private CardType? NextAllowedCardType { get; set; }
|
||||
|
||||
// Variables
|
||||
private const int NumberOfFaultcards = 5;
|
||||
private const int NumberOfStartCards = 8;
|
||||
|
||||
public Game(Room.Room room, IEnumerable<ConnectionInstance> connections) : base(room)
|
||||
{
|
||||
// If the current card is a joker, set the next allowed card type to a random card type
|
||||
if (_deck.CurrentCard.CardType == CardType.JOKER)
|
||||
{
|
||||
// In the case the random card type is a joker, try again until it is not
|
||||
do
|
||||
{
|
||||
var cardTypes = Enum.GetValues(typeof(CardType));
|
||||
var randomIndex = new Random().Next(cardTypes.Length);
|
||||
NextAllowedCardType = (CardType?)cardTypes.GetValue(randomIndex) ?? CardType.SPADES;
|
||||
} while (NextAllowedCardType == CardType.JOKER);
|
||||
}
|
||||
|
||||
// Convert all the connections to players
|
||||
List<Player> players = new();
|
||||
foreach (var player in connections.Select(connection => new Player(connection)))
|
||||
{
|
||||
// Give the new player a hand of cards
|
||||
var initialHand = _deck.DrawCards(8);
|
||||
var initialHand = _deck.DrawCards(NumberOfStartCards);
|
||||
player.GiveCards(initialHand);
|
||||
players.Add(player);
|
||||
}
|
||||
|
||||
// Add all the players to the turn manager
|
||||
_turnManager.Initialize(players);
|
||||
|
||||
|
||||
// Broadcast new game state
|
||||
SendGameState();
|
||||
}
|
||||
@@ -43,7 +62,7 @@ public class Game : RoomType
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Get the player that sent the message
|
||||
var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(sender.Id));
|
||||
|
||||
@@ -73,13 +92,13 @@ public class Game : RoomType
|
||||
// Broadcast that a player joined
|
||||
var joinMessage = new JoinMessage(_room.Connections, connection);
|
||||
_room.BroadCast(new RoomMessage<JoinMessage>("JOIN", joinMessage));
|
||||
|
||||
|
||||
// Create a new player, give them a new hand and add them to the game
|
||||
var player = new Player(connection);
|
||||
var initialHand = _deck.DrawCards(8);
|
||||
player.GiveCards(initialHand);
|
||||
_turnManager.Players.Add(player);
|
||||
|
||||
|
||||
// Broadcast new game state
|
||||
SendGameState();
|
||||
}
|
||||
@@ -92,15 +111,15 @@ public class Game : RoomType
|
||||
// Broadcast that the player left
|
||||
var leaveMessage = new LeaveMessage(connection);
|
||||
_room.BroadCast(new RoomMessage<LeaveMessage>("LEAVE", leaveMessage));
|
||||
|
||||
|
||||
// Get the player that left
|
||||
var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(connection.Id));
|
||||
if (player is null) return;
|
||||
|
||||
|
||||
// Add the player's hand to the used deck
|
||||
var playerHand = player.Hand;
|
||||
_deck.AddCardsToUsedDeck(playerHand);
|
||||
|
||||
|
||||
// Change the turn if the player that left was the current player
|
||||
if (player == _turnManager.CurrentPlayer)
|
||||
{
|
||||
@@ -109,7 +128,7 @@ public class Game : RoomType
|
||||
|
||||
// Remove the player from the game
|
||||
_turnManager.Players.Remove(player);
|
||||
|
||||
|
||||
// Broadcast new game state
|
||||
SendGameState();
|
||||
}
|
||||
@@ -123,6 +142,8 @@ public class Game : RoomType
|
||||
*/
|
||||
private void Choose(Player player, string data)
|
||||
{
|
||||
// TODO: Validate if choosing a card is allowed
|
||||
|
||||
// Convert the data to a CardType, if it fails, ignore the message
|
||||
if (!Enum.TryParse(data, out CardType cardType))
|
||||
{
|
||||
@@ -134,7 +155,7 @@ public class Game : RoomType
|
||||
|
||||
// Change the turns
|
||||
_turnManager.ChangeTurnTo();
|
||||
|
||||
|
||||
// Broadcast new game state
|
||||
SendGameState();
|
||||
}
|
||||
@@ -149,23 +170,22 @@ public class Game : RoomType
|
||||
* When there are multiple mau cards played, the player has to draw the combined amount of mau cards played.
|
||||
* </summary>
|
||||
* <param name="player">The player that drew a card</param>
|
||||
* <param name="data">A string that can be serialized to a drawcard instance</param>
|
||||
*/
|
||||
private void Draw(Player player)
|
||||
{
|
||||
// If there are cards in the MauCardBuffer, this means there are multiple cards that need to be drawn
|
||||
// Otherwise, just draw a single card
|
||||
if (MauCardBuffer.Count > 0)
|
||||
if (_mauCardBuffer.Count > 0)
|
||||
{
|
||||
// Count the amount of cards that need to be drawn
|
||||
var totalCards = CountMauCardBuffer();
|
||||
|
||||
|
||||
// Draw the cards from the deck
|
||||
var drawnCards = _deck.DrawCards(totalCards);
|
||||
|
||||
|
||||
// Give the cards to the player
|
||||
player.GiveCards(drawnCards);
|
||||
|
||||
|
||||
// Change the turn
|
||||
_turnManager.ChangeTurnTo();
|
||||
}
|
||||
@@ -178,12 +198,12 @@ public class Game : RoomType
|
||||
player.GiveCard(drawnCard);
|
||||
|
||||
// Change the player if the drawn card cannot be played
|
||||
if (!drawnCard.CanBePlayedOn(_deck.CurrentCard))
|
||||
if (!CardCanBePlayed(drawnCard))
|
||||
{
|
||||
_turnManager.ChangeTurnTo();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Broadcast new game state
|
||||
SendGameState();
|
||||
}
|
||||
@@ -209,7 +229,7 @@ public class Game : RoomType
|
||||
}
|
||||
|
||||
// Convert the data to a Card instance
|
||||
var cardData = JsonConvert.DeserializeObject<PlayCard>(data).ToCard();
|
||||
var cardData = JsonSerializer.Deserialize<PlayCard>(data).ToCard();
|
||||
|
||||
// Check if the player indeed has the card they claim to have
|
||||
var playerCard = player.TakeCardFromHand(cardData);
|
||||
@@ -217,43 +237,26 @@ public class Game : RoomType
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if there is a specific card type that is allowed to be played
|
||||
if (NextAllowedCardType != null)
|
||||
{
|
||||
// If the card is not the allowed card type, not the same value or a joker, ignore the message
|
||||
if (playerCard.CardType != NextAllowedCardType && playerCard.CardType != CardType.JOKER && playerCard.CardValue != _deck.CurrentCard.CardValue)
|
||||
{
|
||||
return;
|
||||
}
|
||||
// Reset the allowed card type, so the next player has the normal same type and same value rules
|
||||
NextAllowedCardType = null;
|
||||
} else if (MauCardBuffer.Count > 0)
|
||||
{
|
||||
// If there are queued mau cards, the player can only another mau card (or draw)
|
||||
if (playerCard.CardType != CardType.JOKER && playerCard.CardValue != CardValue.TWO)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Check if the card can be played on the current card, if not, ignore the message
|
||||
if (!playerCard.CanBePlayedOn(_deck.CurrentCard))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!CardCanBePlayed(playerCard)) return;
|
||||
|
||||
// Remove the card from the player's hand
|
||||
player.Hand.Remove(playerCard);
|
||||
|
||||
// If the player's last played card is a special card, give the player 5 fault cards
|
||||
if (player.Hand.Count < 1 && playerCard.IsSpecialCard())
|
||||
{
|
||||
var faultCards = _deck.DrawCards(NumberOfFaultcards);
|
||||
player.GiveCards(faultCards);
|
||||
}
|
||||
|
||||
// Add the card to the used deck
|
||||
_deck.AddCardToUsedDeck(playerCard);
|
||||
|
||||
// Set the new current card
|
||||
_deck.CurrentCard = playerCard;
|
||||
// Reset the allowed card type, so the next player has the normal same type and same value rules
|
||||
NextAllowedCardType = null;
|
||||
|
||||
// If the player has no cards left, end the game with player as winner
|
||||
if (player.Hand.Count == 0)
|
||||
{
|
||||
EndGame(player);
|
||||
@@ -262,7 +265,7 @@ public class Game : RoomType
|
||||
|
||||
// Change the turn based on the played card
|
||||
HandleNextPlayer(playerCard);
|
||||
|
||||
|
||||
// Broadcast new game state
|
||||
SendGameState();
|
||||
}
|
||||
@@ -280,13 +283,13 @@ public class Game : RoomType
|
||||
case CardValue.RED:
|
||||
case CardValue.BLACK:
|
||||
{
|
||||
MauCardBuffer.Add(card);
|
||||
_mauCardBuffer.Add(card);
|
||||
_turnManager.CurrentPlayer.State = PlayerState.CHOOSE;
|
||||
break;
|
||||
}
|
||||
case CardValue.TWO:
|
||||
{
|
||||
MauCardBuffer.Add(card);
|
||||
_mauCardBuffer.Add(card);
|
||||
_turnManager.ChangeTurnTo();
|
||||
break;
|
||||
}
|
||||
@@ -302,6 +305,7 @@ public class Game : RoomType
|
||||
_turnManager.ChangeDirection();
|
||||
_turnManager.ChangeTurnTo();
|
||||
}
|
||||
|
||||
break;
|
||||
case CardValue.JACK:
|
||||
_turnManager.CurrentPlayer.State = PlayerState.CHOOSE;
|
||||
@@ -319,6 +323,38 @@ public class Game : RoomType
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
* Check if the card can be played with the current game state.
|
||||
* <list type="bullet">
|
||||
* <item>The player can only play a mau card if there are pending mau cards (or draw)</item>
|
||||
* <item>If there is a next allowed card type, the player can only play that card type, a joker or a card with the same value as the current card</item>
|
||||
* <item>Otherwise, the player can play a card that has the same type, same value or is a joker</item>
|
||||
* </list>
|
||||
* </summary>
|
||||
* <returns>True if the given card could be played</returns>
|
||||
*/
|
||||
private bool CardCanBePlayed(Card card)
|
||||
{
|
||||
// Check if there are pending mau cards played
|
||||
if (_mauCardBuffer.Count > 0)
|
||||
{
|
||||
// If so, the card must be a mau card
|
||||
return card.IsMauCard();
|
||||
}
|
||||
|
||||
// Check if there is a next allowed card type
|
||||
if (NextAllowedCardType != null)
|
||||
{
|
||||
// If so, the card must be the allowed card type, a joker or the same value as the current card
|
||||
return card.CardType == NextAllowedCardType || card.CardType == CardType.JOKER ||
|
||||
card.CardValue == _deck.CurrentCard.CardValue;
|
||||
}
|
||||
|
||||
// Otherwise, use the normal rules
|
||||
return card.CanBePlayedOn(_deck.CurrentCard);
|
||||
}
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
* Count the amount of cards that need to be drawn from the MauCardBuffer. This method also clears the buffer.
|
||||
@@ -328,21 +364,19 @@ public class Game : RoomType
|
||||
private int CountMauCardBuffer()
|
||||
{
|
||||
var totalCards = 0;
|
||||
foreach (var card in MauCardBuffer)
|
||||
foreach (var card in _mauCardBuffer)
|
||||
{
|
||||
if (card.CardType == CardType.JOKER)
|
||||
{
|
||||
totalCards += 5;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (card.CardValue == CardValue.TWO)
|
||||
else if (card.CardValue == CardValue.TWO)
|
||||
{
|
||||
totalCards += 2;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
MauCardBuffer.Clear();
|
||||
|
||||
_mauCardBuffer.Clear();
|
||||
return totalCards;
|
||||
}
|
||||
|
||||
@@ -356,8 +390,10 @@ public class Game : RoomType
|
||||
{
|
||||
foreach (var player in _turnManager.Players)
|
||||
{
|
||||
var gameState = new GameState(player, _deck.CurrentCard, NextAllowedCardType, _turnManager.CurrentPlayer, _turnManager.Players);
|
||||
player.Connection.SendMessageAsync(JsonConvert.SerializeObject(new RoomMessage<GameState>("GAME", gameState)));
|
||||
var gameState = new GameState(player, _deck.CurrentCard, NextAllowedCardType, _turnManager.CurrentPlayer,
|
||||
_turnManager.Players);
|
||||
player.Connection.SendMessageAsync(
|
||||
JsonSerializer.Serialize(new RoomMessage<GameState>("GAME", gameState)));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -369,7 +405,7 @@ public class Game : RoomType
|
||||
*/
|
||||
private void EndGame(Player winner)
|
||||
{
|
||||
var winMessage = new EndMessage(winner.Connection.Id, winner.Connection.Name);
|
||||
var winMessage = new EndMessage(winner.Connection);
|
||||
_room.BroadCast(new RoomMessage<EndMessage>("END", winMessage));
|
||||
_room.RoomType = new Lobby(_room);
|
||||
}
|
||||
|
||||
@@ -1,16 +1,16 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk.Web">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net7.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<Nullable>enable</Nullable>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<RootNamespace>MauMau_Server2</RootNamespace>
|
||||
<DockerDefaultTargetOS>Linux</DockerDefaultTargetOS>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Hangfire.Core" Version="1.8.12" />
|
||||
<PackageReference Include="Hangfire.MemoryStorage" Version="1.8.0" />
|
||||
<PackageReference Include="Microsoft.AspNet.SignalR" Version="2.4.3" />
|
||||
<PackageReference Include="Microsoft.AspNetCore.OpenApi" Version="7.0.3" />
|
||||
<PackageReference Include="Swashbuckle.AspNetCore" Version="6.4.0" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.AspNetCore.OpenApi" Version="8.0.6"/>
|
||||
<PackageReference Include="Swashbuckle.AspNetCore" Version="6.4.0"/>
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
|
||||
16
MauMau-Server.sln
Normal file
16
MauMau-Server.sln
Normal file
@@ -0,0 +1,16 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MauMau-Server", "MauMau-Server.csproj", "{44311559-F848-4D9B-9DB6-372042C8E6DA}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{44311559-F848-4D9B-9DB6-372042C8E6DA}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{44311559-F848-4D9B-9DB6-372042C8E6DA}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{44311559-F848-4D9B-9DB6-372042C8E6DA}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{44311559-F848-4D9B-9DB6-372042C8E6DA}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
29
Program.cs
29
Program.cs
@@ -1,30 +1,16 @@
|
||||
using Hangfire;
|
||||
using Hangfire.MemoryStorage;
|
||||
using MauMau_Server.Room;
|
||||
using MauMau_Server.Websockets;
|
||||
|
||||
var builder = WebApplication.CreateBuilder(args);
|
||||
|
||||
// Add services to the container.
|
||||
var services = builder.Services;
|
||||
services.AddControllers();
|
||||
builder.Services.AddControllers();
|
||||
// Learn more about configuring Swagger/OpenAPI at https://aka.ms/aspnetcore/swashbuckle
|
||||
services.AddEndpointsApiExplorer();
|
||||
services.AddSwaggerGen();
|
||||
services.AddScoped<IRoomManager, RoomManager>();
|
||||
// var roomManager = services.BuildServiceProvider().GetRequiredService<IRoomManager>();
|
||||
//
|
||||
// services.AddHangfire((sp, config) =>
|
||||
// {
|
||||
// config.UseRecommendedSerializerSettings();
|
||||
// config.UseMemoryStorage();
|
||||
// });
|
||||
// services.AddHangfireServer();
|
||||
builder.Services.AddEndpointsApiExplorer();
|
||||
builder.Services.AddSwaggerGen();
|
||||
builder.Services.AddScoped<IRoomManager, RoomManager>();
|
||||
|
||||
var app = builder.Build();
|
||||
|
||||
app.UsePathBase("/api");
|
||||
|
||||
// Configure the HTTP request pipeline.
|
||||
if (app.Environment.IsDevelopment())
|
||||
{
|
||||
@@ -39,9 +25,6 @@ var webSocketOptions = new WebSocketOptions()
|
||||
|
||||
app.UseWebSockets(webSocketOptions);
|
||||
|
||||
// var recurringJobManager = app.Services.GetRequiredService<IRecurringJobManagerV2>();
|
||||
// recurringJobManager.AddOrUpdate("1", () => roomManager.ClearGhostRooms(), Cron.Hourly);
|
||||
|
||||
app.UseCors(policyBuilder =>
|
||||
{
|
||||
policyBuilder.AllowAnyOrigin();
|
||||
@@ -50,7 +33,5 @@ app.UseCors(policyBuilder =>
|
||||
});
|
||||
|
||||
app.UseHttpsRedirection();
|
||||
app.UseRouting();
|
||||
app.UseAuthorization();
|
||||
app.MapControllers();
|
||||
app.Run();
|
||||
app.Run();
|
||||
|
||||
41
Properties/launchSettings.json
Normal file
41
Properties/launchSettings.json
Normal file
@@ -0,0 +1,41 @@
|
||||
{
|
||||
"$schema": "http://json.schemastore.org/launchsettings.json",
|
||||
"iisSettings": {
|
||||
"windowsAuthentication": false,
|
||||
"anonymousAuthentication": true,
|
||||
"iisExpress": {
|
||||
"applicationUrl": "http://localhost:65148",
|
||||
"sslPort": 44331
|
||||
}
|
||||
},
|
||||
"profiles": {
|
||||
"http": {
|
||||
"commandName": "Project",
|
||||
"dotnetRunMessages": true,
|
||||
"launchBrowser": false,
|
||||
"launchUrl": "swagger",
|
||||
"applicationUrl": "http://localhost:5039",
|
||||
"environmentVariables": {
|
||||
"ASPNETCORE_ENVIRONMENT": "Development"
|
||||
}
|
||||
},
|
||||
"https": {
|
||||
"commandName": "Project",
|
||||
"dotnetRunMessages": true,
|
||||
"launchBrowser": false,
|
||||
"launchUrl": "swagger",
|
||||
"applicationUrl": "https://localhost:7037;http://localhost:5039",
|
||||
"environmentVariables": {
|
||||
"ASPNETCORE_ENVIRONMENT": "Development"
|
||||
}
|
||||
},
|
||||
"IIS Express": {
|
||||
"commandName": "IISExpress",
|
||||
"launchBrowser": false,
|
||||
"launchUrl": "swagger",
|
||||
"environmentVariables": {
|
||||
"ASPNETCORE_ENVIRONMENT": "Development"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
public class ChatMessage
|
||||
{
|
||||
public Guid Id { get; set; } = Guid.NewGuid();
|
||||
public string Sender { get; set; }
|
||||
public string Message { get; set; }
|
||||
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
namespace MauMau_Server.Room.Messages;
|
||||
using MauMau_Server.Websockets;
|
||||
|
||||
namespace MauMau_Server.Room.Messages;
|
||||
|
||||
public class EndMessage
|
||||
{
|
||||
public Guid WinnerId { get; set; }
|
||||
public string WinnerName { get; set; }
|
||||
public ConnectionInstance Winner { get; set; }
|
||||
|
||||
public EndMessage(Guid winnerId, string winnerName)
|
||||
public EndMessage(ConnectionInstance winner)
|
||||
{
|
||||
WinnerId = winnerId;
|
||||
WinnerName = winnerName;
|
||||
Winner = winner;
|
||||
}
|
||||
}
|
||||
@@ -3,7 +3,6 @@ using System.Text.Json;
|
||||
using System.Text.RegularExpressions;
|
||||
using MauMau_Server.Room.Messages;
|
||||
using MauMau_Server.Websockets;
|
||||
using Microsoft.AspNet.SignalR.Messaging;
|
||||
|
||||
namespace MauMau_Server.Room;
|
||||
|
||||
@@ -11,7 +10,7 @@ public class Room
|
||||
{
|
||||
private readonly IRoomManager _roomManager;
|
||||
private readonly string _roomId;
|
||||
public readonly List<ConnectionInstance> Connections = new();
|
||||
public readonly List<ConnectionInstance> Connections = [];
|
||||
public ConnectionInstance? Host;
|
||||
public RoomType RoomType;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Newtonsoft.Json;
|
||||
using System.Text.Json;
|
||||
|
||||
namespace MauMau_Server.Room;
|
||||
|
||||
@@ -10,7 +10,7 @@ public class RoomMessage<T>
|
||||
public RoomMessage(string type, T data)
|
||||
{
|
||||
Type = type;
|
||||
Data = JsonConvert.SerializeObject(data);
|
||||
Data = JsonSerializer.Serialize(data);
|
||||
}
|
||||
|
||||
public RoomMessage()
|
||||
|
||||
@@ -1,23 +1,17 @@
|
||||
using System.Net.WebSockets;
|
||||
using System.Text;
|
||||
using Newtonsoft.Json;
|
||||
using System.Text.Json.Serialization;
|
||||
|
||||
namespace MauMau_Server.Websockets;
|
||||
|
||||
public class ConnectionInstance
|
||||
public class ConnectionInstance(string name, Guid id, WebSocket socket)
|
||||
{
|
||||
public Guid Id { get; set; }
|
||||
public string Name { get; set; }
|
||||
public Guid Id { get; set; } = id;
|
||||
public string Name { get; set; } = name;
|
||||
|
||||
[JsonIgnore]
|
||||
public WebSocket Socket { get; set; }
|
||||
|
||||
public ConnectionInstance(string name, Guid id, WebSocket socket)
|
||||
{
|
||||
Name = name;
|
||||
Id = id;
|
||||
Socket = socket;
|
||||
}
|
||||
|
||||
public WebSocket Socket { get; set; } = socket;
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
* Sends a message to the client. This method is asynchronous and formats the message to be ready to be sent.
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
version: '3.9'
|
||||
services:
|
||||
server:
|
||||
build:
|
||||
context: .
|
||||
dockerfile: Dockerfile
|
||||
container_name: 'MauMau-Server'
|
||||
restart: always
|
||||
ports:
|
||||
- "5000:5000"
|
||||
networks:
|
||||
- MauMau
|
||||
networks:
|
||||
MauMau:
|
||||
driver: bridge
|
||||
Reference in New Issue
Block a user