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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

@@ -1,75 +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
}