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- Correctly parsing incoming messages
- Sending the gamestate after relevant actions
This commit is contained in:
DTieman
2024-05-04 19:55:11 +02:00
parent 0c2cb8272d
commit 694bc6147a
20 changed files with 612 additions and 294 deletions

View File

@@ -1,6 +1,5 @@
using System.Text;
using System.Text.Json;
using MauMau_Server.Websockets;
using System.Text.Json;
using MauMau_Server.Room;
using Microsoft.AspNetCore.Mvc;
namespace MauMau_Server.Controllers;

View File

@@ -25,6 +25,31 @@ public class Card
}
}
public static class CardExtensions
{
public static bool IsSameCard(this Card card1, Card card2)
{
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;
}
}
public enum CardType
{
SPADES,

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@@ -2,47 +2,86 @@
public class Deck
{
public List<Card> UnusedDeck = new();
public List<Card> UsedDeck = new();
private List<Card> _unusedDeck = new();
private List<Card> _usedDeck = new();
/**
* <summary>
* Creates a new deck instance with a new shuffled set of cards
* </summary>
*/
public Deck()
{
CreateSet();
ShuffleDeck();
}
/**
* <summary>
* Adds the given card to the used cards deck.
* </summary>
* <param name="card">The card to add to the used cards deck.</param>
*/
public void AddCardToUsedDeck(Card card)
{
_usedDeck.Add(card);
}
/**
* <summary>
* Adds the given list of cards to the used cards deck.
* </summary>
* <param name="cards">The list of cards to add to the used cards deck.</param>
*/
public void AddCardsToUsedDeck(IEnumerable<Card> cards)
{
_usedDeck.AddRange(cards);
}
/**
* <summary>
* Creates a new deck of cards and adds them to the unused deck.
* </summary>
*/
private void CreateSet()
{
foreach (CardType cardType in Enum.GetValues(typeof(CardType)))
{
if (cardType == CardType.JOKER)
{
UnusedDeck.Add(new Card(cardType, CardValue.RED));
UnusedDeck.Add(new Card(cardType, CardValue.BLACK));
_unusedDeck.Add(new Card(cardType, CardValue.RED));
_unusedDeck.Add(new Card(cardType, CardValue.BLACK));
continue;
}
foreach (CardValue cardValue in Enum.GetValues(typeof(CardValue)))
{
if (cardValue is CardValue.RED or CardValue.BLACK) continue;
UnusedDeck.Add(new Card(cardType, cardValue));
_unusedDeck.Add(new Card(cardType, cardValue));
}
}
}
public List<Card> GetUnusedDeck()
{
return UnusedDeck;
}
/**
* <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);
if (_unusedDeck.Count == 0) ReshuffleDeck();
var card = _unusedDeck[0];
_unusedDeck.RemoveAt(0);
return card;
}
public List<Card> DrawCards(int amount)
/**
* <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++)
@@ -51,18 +90,19 @@ public class Deck
}
return cards;
}
public void AddCardToUsedDeck(Card card)
{
UsedDeck.Add(card);
}
/**
* <summary>
* Moves all the used cards back to the unused deck and shuffles it.
* If there are no cards to reshuffle, a new set of cards is created and shuffled.
* </summary>
*/
private void ReshuffleDeck()
{
UnusedDeck.AddRange(UsedDeck);
UsedDeck.Clear();
_unusedDeck.AddRange(_usedDeck);
_usedDeck.Clear();
if (UnusedDeck.Count == 0)
if (_unusedDeck.Count == 0)
{
CreateSet();
}
@@ -70,8 +110,13 @@ public class Deck
ShuffleDeck();
}
/**
* <summary>
* Shuffles all the cards in the deck using the Fisher-Yates algorithm.
* </summary>
*/
private void ShuffleDeck()
{
UnusedDeck = UnusedDeck.OrderBy(x => Guid.NewGuid()).ToList();
_unusedDeck = _unusedDeck.OrderBy(x => Guid.NewGuid()).ToList();
}
}

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@@ -1,92 +1,207 @@
using System.Text.Json;
using MauMau_Server.Mau.GameMessages;
using MauMau_Server.Mau.Managers;
using MauMau_Server.Websockets;
using MauMau_Server.Room;
using Newtonsoft.Json;
namespace MauMau_Server.Mau;
public class Game
public class Game : RoomType
{
public readonly Deck Deck = new();
private readonly Deck _deck = new();
public Card CurrentCard;
public List<Player> Players = new();
public Player CurrentPlayer;
public int TurnDirection = 1;
private readonly Room _room;
private readonly TurnManager _turnManager = new();
public Game(Room room)
public Game(Room.Room room, IEnumerable<ConnectionInstance> connections) : base(room)
{
_room = room;
CurrentCard = Deck.DrawCard();
Deck.AddCardToUsedDeck(CurrentCard);
}
CurrentCard = _deck.DrawCard();
_deck.AddCardToUsedDeck(CurrentCard);
public void AddPlayerToGame(ConnectionInstance connection)
{
var player = new Player(connection)
List<Player> players = new();
foreach (var player in connections.Select(connection => new Player(connection)))
{
Hand = Deck.DrawCards(8)
};
Players.Add(player);
if (Players.Count > 1) return;
CurrentPlayer = player;
CurrentPlayer.State = PlayerState.TURN;
}
public void RemovePlayer(string playerId)
{
var player = GetPlayer(playerId);
Players.Remove(player);
var initialHand = _deck.DrawCards(8);
player.GiveCards(initialHand);
players.Add(player);
}
_turnManager.Initialize(players);
}
public void HandleAction(string playerId, ActionDTO action)
/**
* <inheritdoc cref="RoomType.OnMessage"/>
*/
public override void OnMessage(ConnectionInstance sender, string message)
{
var player = GetPlayer(playerId);
if (CurrentPlayer != player) return;
switch (action.Action)
// Get the player that sent the message
var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(sender.Id));
// If the player is not the player that is currently playing, ignore the message
if (_turnManager.CurrentPlayer != player) return;
// Deserialize the message
var gameMessage = JsonConvert.DeserializeObject<GameMessage>(message);
// Based on the message intent, handle the message
switch (gameMessage.Intent)
{
case "PLAYCARD":
{
if (player.State != PlayerState.TURN)
{
break;
}
var card = JsonSerializer.Deserialize<CardDTO>(action.Data).ToCard();
PlayCard(player, card);
case GameIntent.CHOOSE:
Choose(player, gameMessage.Data);
break;
}
case "CHOOSE":
var choice = action.Data;
if (!Enum.TryParse(choice, out CardType cardType))
{
break;
}
CurrentPlayer.State = PlayerState.WAIT;
CurrentPlayer = CurrentCard.CardType == CardType.JOKER ? GetNextPlayer(2) : GetNextPlayer();
CurrentPlayer.State = PlayerState.TURN;
CurrentCard = new Card(cardType, CardValue.JACK);
case GameIntent.DRAW:
default:
Draw(player, gameMessage.Data);
break;
case "DRAW":
if (player.State != PlayerState.TURN)
{
break;
}
DrawCard(player);
case GameIntent.PLAY:
Play(player, gameMessage.Data);
break;
}
}
private void PlayCard(Player player, Card card)
/**
* <inheritdoc cref="RoomType.OnConnect"/>
*/
public override void OnConnect(ConnectionInstance connection)
{
var hand = player.Hand;
if (!IsCardInHand(hand, card) || !IsCardPlayable(CurrentCard, card)) return;
Deck.AddCardToUsedDeck(card);
hand.Remove(GetSameCardFromHand(hand, card));
CurrentCard = card;
if (hand.Count == 0)
var player = new Player(connection);
var initialHand = _deck.DrawCards(8);
player.GiveCards(initialHand);
_turnManager.Players.Add(player);
}
/**
* <inheritdoc cref="RoomType.OnDisconnect"/>
*/
public override void OnDisconnect(ConnectionInstance connection)
{
var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(connection.Id));
if (player is null) return;
var playerHand = player.Hand;
_deck.AddCardsToUsedDeck(playerHand);
if (player == _turnManager.CurrentPlayer)
{
_turnManager.ChangeTurn();
}
_turnManager.Players.Remove(player);
}
/**
* <summary>
* The player had to choose a new card type
* </summary>
* <param name="player">The player that chose a new card type</param>
* <param name="data">A string that represents a CardType</param>
*/
private void Choose(Player player, string data)
{
// Convert the data to a CardType, if it fails, ignore the message
if (!Enum.TryParse(data, out CardType cardType))
{
_room.EndGame(player);
return;
}
HandleNextPlayer(card);
// Does the current card require the next player to draw cards?
var isCardGivingCard = CurrentCard.CardType == CardType.JOKER || CurrentCard.CardValue == CardValue.TWO;
// Can the player that received a card giving card counter the card?
var skippedPlayerCanPlay = player.CanPlayCard(CurrentCard);
// If the card is a card giving card and the player cannot counter it, skip the next player
var shouldSkipPlayer = isCardGivingCard && !skippedPlayerCanPlay;
var nextPlayer = shouldSkipPlayer
? _turnManager.GetNextPlayer(2)
: _turnManager.GetNextPlayer();
// TODO: Not make it a jack, as it would not work when a Joker is played
// Set the new current card
CurrentCard = new Card(cardType, CardValue.JACK);
// Change the turns
_turnManager.ChangeTurn(nextPlayer);
}
/**
* <summary>
* The player either:
* <list type="bullet">
* <item>Could not play a card and had to draw a card</item>
* <item>Chose to draw a card as a strategic move</item>
* </list>
* </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, string data)
{
// TODO: data will contain the amount of cards to draw in the future, for now, just draw 1 card
// Draw a card from the deck
var drawnCard = _deck.DrawCard();
// Give the card to the player
player.GiveCard(drawnCard);
// If the player can play the card, do not change the player
if (drawnCard.CanBePlayedOn(CurrentCard)) return;
// Change the turn to the next player
_turnManager.ChangeTurn();
}
/**
* <summary>
* The player plays a card, this will only be possible if:
* <list type="bullet">
* <item>The player has the correct state</item>
* <item>The player has the card in their hand</item>
* <item>The card is playable on the current card</item>
* </list>
* </summary>
* <param name="player">The player that played</param>
* <param name="data">A string that can be serialized to a playcard instance</param>
*/
private void Play(Player player, string data)
{
// Check if the player has the correct state to play a card
if (player.State != PlayerState.TURN)
{
return;
}
// Convert the data to a Card instance
var cardData = JsonConvert.DeserializeObject<PlayCard>(data).ToCard();
// Check if the player indeed has the card they claim to have
var playerCard = player.TakeCardFromHand(cardData);
if (playerCard is null)
{
return;
}
// Check if the played card is compatible with the current card
// If not, ignore the play
if (!playerCard.CanBePlayedOn(CurrentCard))
{
return;
}
// Remove the card from the player's hand
player.Hand.Remove(playerCard);
// Add the card to the used deck
_deck.AddCardToUsedDeck(playerCard);
// Set the new current card
CurrentCard = playerCard;
if (player.Hand.Count == 0)
{
EndGame(player);
return;
}
HandleNextPlayer(playerCard);
}
private void HandleNextPlayer(Card card)
@@ -96,41 +211,31 @@ public class Game
case CardValue.RED:
case CardValue.BLACK:
{
var nextPlayer = GetNextPlayer();
var cardsToDraw = Deck.DrawCards(5);
foreach (var drawnCard in cardsToDraw)
{
nextPlayer.Hand.Add(drawnCard);
}
CurrentPlayer.State = PlayerState.CHOOSE;
_turnManager.GetNextPlayer().GiveCards(_deck.DrawCards(5));
_turnManager.CurrentPlayer.State = PlayerState.CHOOSE;
break;
}
case CardValue.TWO:
{
var nextPlayer = GetNextPlayer();
var cardsToDraw = Deck.DrawCards(2);
foreach (var drawnCard in cardsToDraw)
{
nextPlayer.Hand.Add(drawnCard);
}
HandleNextPlayer(CurrentPlayer, GetNextPlayer(2));
_turnManager.GetNextPlayer().GiveCards(_deck.DrawCards(2));
_turnManager.ChangeTurn(_turnManager.GetNextPlayer(2));
break;
}
case CardValue.SEVEN:
case CardValue.KING:
break;
case CardValue.EIGHT:
HandleNextPlayer(CurrentPlayer, GetNextPlayer(2));
_turnManager.ChangeTurn(_turnManager.GetNextPlayer(2));
break;
case CardValue.ACE:
if (Players.Count > 2)
if (_turnManager.Players.Count > 2)
{
TurnDirection *= -1;
HandleNextPlayer(CurrentPlayer, GetNextPlayer());
_turnManager.ChangeDirection();
_turnManager.ChangeTurn();
}
break;
case CardValue.JACK:
CurrentPlayer.State = PlayerState.CHOOSE;
_turnManager.CurrentPlayer.State = PlayerState.CHOOSE;
break;
case CardValue.THREE:
case CardValue.FOUR:
@@ -140,69 +245,18 @@ public class Game
case CardValue.TEN:
case CardValue.QUEEN:
default:
HandleNextPlayer(CurrentPlayer, GetNextPlayer());
_turnManager.ChangeTurn();
break;
}
}
private void HandleNextPlayer(Player current, Player next)
private void EndGame(Player winner)
{
current.State = PlayerState.WAIT;
next.State = PlayerState.TURN;
CurrentPlayer = next;
_room._roomType = new Lobby(_room, winner.Connection);
}
private void DrawCard(Player player)
public Player? GetPlayer(string playerId)
{
player.Hand.Add(Deck.DrawCard());
HandleNextPlayer(player, GetNextPlayer());
}
private Player GetNextPlayer(int numberOfPlayers = 1)
{
var index = Players.IndexOf(CurrentPlayer);
for (var i = 0; i < numberOfPlayers; i++)
{
index += TurnDirection;
if (index >= Players.Count) index = 0;
if (index < 0) index = Players.Count - 1;
}
return Players[index];
}
public Player GetPlayer(string playerId)
{
return Players.FirstOrDefault(p => p.IsMe(playerId));
}
private static Card GetSameCardFromHand(IEnumerable<Card> hand, Card card)
{
return hand.FirstOrDefault(handCard => IsSameCard(handCard, card));
}
private static bool IsCardPlayable(Card currentCard, Card playedCard)
{
return IsSameCardType(currentCard, playedCard) || IsSameCardValue(currentCard, playedCard) || playedCard.CardType == CardType.JOKER;
}
private static bool IsCardInHand(IEnumerable<Card> hand, Card card)
{
return hand.Any(handCard => IsSameCard(handCard, card));
}
private static bool IsSameCard(Card card1, Card card2)
{
return IsSameCardType(card1, card2) && IsSameCardValue(card1, card2);
}
private static bool IsSameCardType(Card card1, Card card2)
{
return card1.CardType == card2.CardType;
}
private static bool IsSameCardValue(Card card1, Card card2)
{
return card1.CardValue == card2.CardValue;
return _turnManager.Players.FirstOrDefault(p => p.IsMe(playerId));
}
}

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@@ -0,0 +1,6 @@
namespace MauMau_Server.Mau.GameMessages;
public class ChooseCard
{
}

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@@ -0,0 +1,14 @@
namespace MauMau_Server.Mau.GameMessages;
public class GameMessage
{
public GameIntent Intent { get; set; }
public string Data { get; set; }
}
public enum GameIntent
{
CHOOSE,
DRAW,
PLAY,
}

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@@ -0,0 +1,30 @@
namespace MauMau_Server.Mau.GameMessages;
public class PlayCard
{
public string CardType { get; set; }
public string CardValue { get; set; }
public PlayCard(Card card)
{
CardType = card.CardType.ToString();
CardValue = card.CardValue.ToString();
}
public PlayCard(string cardType, string cardValue)
{
CardType = cardType;
CardValue = cardValue;
}
public PlayCard()
{
}
public Card ToCard()
{
return new Card((CardType)Enum.Parse(typeof(CardType), CardType),
(CardValue)Enum.Parse(typeof(CardValue), CardValue));
}
}

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@@ -38,7 +38,7 @@ public class PlayerDTO
public PlayerDTO(Player player)
{
Name = player.Connection.Name;
Id = player.Connection.ConnectionId;
Id = player.Connection.Id;
CardsLeft = player.Hand.Count;
}
}

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@@ -0,0 +1,80 @@
namespace MauMau_Server.Mau.Managers;
public class TurnManager
{
private const int CLOCKWISE = 1;
private const int COUNTER_CLOCKWISE = -1;
private int _currentDirection { get; set; } = CLOCKWISE;
public List<Player> Players;
public Player CurrentPlayer;
/**
* <summary>
* Initialize the turn manager with a list of players.
* </summary>
* <param name="players">The list of players to initialize the turn manager with.</param>
*/
public void Initialize(IEnumerable<Player> players)
{
Players = players.OrderBy(x => Guid.NewGuid()).ToList();
ShufflePlayers();
CurrentPlayer = Players.First();
CurrentPlayer.State = PlayerState.TURN;
}
/**
* <summary>
* Change the direction of the turn.
* If the direction is clockwise, it will change to counter-clockwise and vice versa.
* </summary>
*/
public void ChangeDirection()
{
_currentDirection *= COUNTER_CLOCKWISE;
}
/**
* <summary>
* Change the turn to another player.
* If no player is given, the next player in the current direction is chosen.
* </summary>
* <param name="nextPlayer">The player to change the turn to. Defaults to the next player in the current direction.</param>
*/
public void ChangeTurn(Player? nextPlayer = null)
{
var player = nextPlayer ?? GetNextPlayer();
CurrentPlayer.State = PlayerState.WAIT;
player.State = PlayerState.TURN;
CurrentPlayer = player;
}
/**
* <summary>
* Get a player that is a given amount of players away from the current player in the current direction.
* </summary>
* <param name="numberOfPlayers">The amount of players to skip. Defaults to 1</param>
*/
public Player GetNextPlayer(int numberOfPlayers = 1)
{
var playerIndex = Players.IndexOf(CurrentPlayer);
for (var i = 0; i < numberOfPlayers; i++)
{
playerIndex += _currentDirection;
if (playerIndex >= Players.Count) playerIndex = 0;
if (playerIndex < 0) playerIndex = Players.Count - 1;
}
return Players[playerIndex];
}
/**
* <summary>
* Shuffle the list of players for a play random order.
* </summary>
*/
private void ShufflePlayers()
{
Players = Players.OrderBy(x => Guid.NewGuid()).ToList();
}
}

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@@ -13,5 +13,25 @@ public class Player
Connection = connection;
}
public bool IsMe(string playerId) => Connection.ConnectionId == playerId;
public void GiveCard(Card card)
{
Hand.Add(card);
}
public void GiveCards(IEnumerable<Card> cards)
{
Hand.AddRange(cards);
}
public Card? TakeCardFromHand(Card card)
{
return Hand.FirstOrDefault(handCard => handCard.IsSameCard(card));
}
public bool IsMe(string playerId) => Connection.Id == playerId;
public bool CanPlayCard(Card currentCard)
{
return Hand.Any(card => card.CanBePlayedOn(currentCard));
}
}

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@@ -1,5 +1,6 @@
using Hangfire;
using Hangfire.MemoryStorage;
using MauMau_Server.Room;
using MauMau_Server.Websockets;
var builder = WebApplication.CreateBuilder(args);

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@@ -1,8 +1,7 @@
using System.Net.WebSockets;
using System.Text.Json;
using System.Text.Json;
using MauMau_Server.Websockets;
namespace MauMau_Server.Mau;
namespace MauMau_Server.Room.Chat;
public class Chat
{

39
Room/Lobby.cs Normal file
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@@ -0,0 +1,39 @@
using MauMau_Server.Mau;
using MauMau_Server.Websockets;
namespace MauMau_Server.Room;
public class Lobby : RoomType
{
private readonly Room _room;
public Lobby(Room room)
{
_room = room;
}
public Lobby(Room room, ConnectionInstance connection)
{
_room = room;
Console.WriteLine(connection.Name + " won the game!");
}
public void OnMessage(ConnectionInstance sender, string message)
{
// TODO: Add a way to change game settings
if (sender == _room._host)
{
_room._roomType = new Game(_room, _room.Connections);
}
}
public void OnConnect(ConnectionInstance connection)
{
var roomMessage = new RoomMessage("LOBBY", MessageType.INFO, _room.Connections, connection.Name + " joined!");
}
public void OnDisconnect(ConnectionInstance connection)
{
throw new NotImplementedException();
}
}

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@@ -1,4 +1,4 @@
namespace MauMau_Server.Mau;
namespace MauMau_Server.Room;
public class MessageDTO
{

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@@ -1,75 +1,55 @@
using System.Net.WebSockets;
using System.Text.Json;
using System.Text.RegularExpressions;
using MauMau_Server.Mau;
using MauMau_Server.Websockets;
namespace MauMau_Server.Websockets;
namespace MauMau_Server.Room;
public class Room
{
private readonly IRoomManager _roomManager;
private readonly string _roomId;
private readonly List<ConnectionInstance> _connections = new();
private ConnectionInstance? _host;
private readonly Chat _chat;
private Game? _game;
private RoomState _state = RoomState.LOBBY;
public readonly List<ConnectionInstance> Connections = new();
public ConnectionInstance? _host;
private readonly Chat.Chat _chat;
public RoomType _roomType;
public Room(IRoomManager roomManager, string roomId)
{
_roomManager = roomManager;
_chat = new Chat(this);
_chat = new Chat.Chat(this);
_roomType = new Lobby(this);
_roomId = roomId;
}
public async Task InstantiateConnection(WebSocket socket, string name)
{
var connection = AddConnection(socket, name);
_game?.AddPlayerToGame(connection);
_roomType.OnConnect(connection);
await HandleConnection(connection);
}
private async Task HandleConnection(ConnectionInstance connection)
{
BroadcastState();
var webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
while (!webSocketResponse.Result!.CloseStatus.HasValue)
{
var message = JsonSerializer.Deserialize<MessageDTO>(webSocketResponse.SlicedBuffer);
switch (message.Type)
if (message.Type == "CHAT")
{
case "GAME":
{
if (_state != RoomState.GAME) break;
var gameInput = JsonSerializer.Deserialize<ActionDTO>(message.Payload);
_game.HandleAction(connection.ConnectionId, gameInput);
break;
}
case "CHAT":
{
var cleanedMessage = StripHTML(message.Payload);
if (string.IsNullOrWhiteSpace(cleanedMessage))
{
cleanedMessage = "Mau!";
};
_chat.SendChatMessage(connection, cleanedMessage);
break;
}
case "LOBBY":
{
if (connection.ConnectionId == _host?.ConnectionId)
{
ChangeLobbyState(RoomState.GAME);
}
break;
}
var cleanedMessage = StripHTML(message.Payload);
if (string.IsNullOrWhiteSpace(cleanedMessage)) cleanedMessage = "Mau!";
_chat.SendChatMessage(connection, cleanedMessage);
}
else
{
_roomType.OnMessage(connection, message.Payload);
}
BroadcastState();
webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
}
WebsocketManager.CloseAsync(connection.Socket, webSocketResponse.Result);
HandleDisconnect(connection.ConnectionId);
HandleDisconnect(connection);
}
private ConnectionInstance AddConnection(WebSocket socket, string name)
@@ -77,108 +57,44 @@ public class Room
var connectionId = Guid.NewGuid().ToString();
var connection = new ConnectionInstance(name, connectionId, socket);
if (IsEmpty()) _host = connection;
_connections.Add(connection);
Connections.Add(connection);
return connection;
}
private void RemoveConnection(string socketId)
private void HandleDisconnect(ConnectionInstance connection)
{
_connections.RemoveAll(connection => connection.ConnectionId == socketId);
}
private void BroadcastGameState()
{
if (_game == null)
{
return;
}
foreach (var connection in _connections)
{
var gameState = new GameState(_game, connection.ConnectionId);
var message = new MessageDTO("GAME", JsonSerializer.Serialize(gameState));
WebsocketManager.SendAsync(connection.Socket, JsonSerializer.Serialize(message));
}
}
private void BroadcastState()
{
switch (_state)
{
case RoomState.LOBBY:
var message = new MessageDTO("LOBBY", JsonSerializer.Serialize("a"));
WebsocketManager.BroadcastAsync(GetWebsockets(), JsonSerializer.Serialize(message));
break;
case RoomState.GAME:
BroadcastGameState();
break;
default:
//
break;
}
}
private void ChangeLobbyState(RoomState targetState)
{
switch (targetState)
{
case RoomState.LOBBY:
_state = RoomState.LOBBY;
_game = null;
break;
case RoomState.GAME:
{
_state = RoomState.GAME;
_game = new Game(this);
foreach (var connectionInstance in _connections)
{
_game.AddPlayerToGame(connectionInstance);
}
break;
}
default:
throw new ArgumentOutOfRangeException(nameof(targetState), targetState, null);
}
}
private void HandleDisconnect(string socketId)
{
RemoveConnection(socketId);
_game?.RemovePlayer(socketId);
Connections.Remove(connection);
_roomType.OnDisconnect(connection);
if (IsEmpty())
{
_roomManager.RemoveRoom(_roomId);
}
else if (socketId == _host.ConnectionId)
else if (connection == _host)
{
_host = _connections.First();
_host = Connections.First();
}
}
public void BroadCast(RoomMessage message)
{
foreach (var connection in Connections)
{
connection.SendMessageAsync(JsonSerializer.Serialize(message));
}
}
public List<WebSocket> GetWebsockets()
{
return _connections.Select(connection => connection.Socket).ToList();
return Connections.Select(connection => connection.Socket).ToList();
}
public bool IsEmpty()
{
return _connections.Count == 0;
return Connections.Count == 0;
}
private static string StripHTML(string input)
{
return Regex.Replace(input, "<.*?>", string.Empty);
}
public void EndGame(Player player)
{
var message = new MessageDTO("END", JsonSerializer.Serialize(new PlayerDTO(player)));
WebsocketManager.BroadcastAsync(GetWebsockets(), JsonSerializer.Serialize(message));
ChangeLobbyState(RoomState.LOBBY);
}
}
public enum RoomState
{
LOBBY,
GAME
}

View File

@@ -1,4 +1,4 @@
namespace MauMau_Server.Websockets;
namespace MauMau_Server.Room;
public class RoomManager : IRoomManager
{

39
Room/RoomMessage.cs Normal file
View File

@@ -0,0 +1,39 @@
using MauMau_Server.Websockets;
namespace MauMau_Server.Room;
public class RoomMessage
{
public string CurrentRoomType;
public string? MessageType;
public List<string> JoinedPlayers;
public string? Message;
public RoomMessage(string currentRoomType, IEnumerable<ConnectionInstance> joinedPlayers, string? message)
{
CurrentRoomType = currentRoomType;
JoinedPlayers = GetNamesFromConnections(joinedPlayers);
Message = message;
}
public RoomMessage(string currentRoomType, MessageType messageType, IEnumerable<ConnectionInstance> joinedPlayers, string? message)
{
CurrentRoomType = currentRoomType;
MessageType = messageType.ToString();
JoinedPlayers = GetNamesFromConnections(joinedPlayers);
Message = message;
}
private static List<string> GetNamesFromConnections(IEnumerable<ConnectionInstance> connections)
{
return connections.Select(player => player.Name).ToList();
}
}
public enum MessageType
{
INFO,
SUCCES,
WARNING,
ERROR
}

38
Room/RoomType.cs Normal file
View File

@@ -0,0 +1,38 @@
using MauMau_Server.Websockets;
namespace MauMau_Server.Room;
public abstract class RoomType
{
protected readonly Room _room;
protected RoomType(Room room)
{
_room = room;
}
/**
* <summary>
* This method is called when a message is received from a ConnectionInstance
* </summary>
* <param name="sender">The ConnectionInstance that sent the message</param>
* <param name="message">The message received</param>
*/
public abstract void OnMessage(ConnectionInstance sender, string message);
/**
* <summary>
* This method is called when a new ConnectionInstance is added to the Room.
* </summary>
* <param name="connection">The ConnectionInstance that was added to the Room</param>
*/
public abstract void OnConnect(ConnectionInstance connection);
/**
* <summary>
* This method is called when a ConnectionInstance is either removed from the Room or the ConnectionInstance's WebSocket is closed.
* </summary>
* <param name="connection">The ConnectionInstance that was removed from the Room</param>
*/
public abstract void OnDisconnect(ConnectionInstance connection);
}

View File

@@ -1,17 +1,30 @@
using System.Net.WebSockets;
using System.Text;
namespace MauMau_Server.Websockets;
public class ConnectionInstance
{
public string Name { get; set; }
public string ConnectionId { get; set; }
public string Id { get; set; }
public WebSocket Socket { get; set; }
public ConnectionInstance(string name, string connectionId, WebSocket socket)
public ConnectionInstance(string name, string id, WebSocket socket)
{
Name = name;
ConnectionId = connectionId;
Id = id;
Socket = socket;
}
/**
* <summary>
* Sends a message to the client. This method is asynchronous and formats the message to be ready to be sent.
* </summary>
*/
public void SendMessageAsync(string message)
{
var bytes = Encoding.Default.GetBytes(message);
var arraySegment = new ArraySegment<byte>(bytes);
Socket.SendAsync(arraySegment, WebSocketMessageType.Text, true, CancellationToken.None);
}
}