Merge pull request 'developmaunt' (#3) from developmaunt into mauster
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Reviewed-on: https://git.mau-mau.nl/MauMau/MauMau-Server/pulls/3
This commit was merged in pull request #3.
This commit is contained in:
2024-05-25 21:43:50 +00:00
25 changed files with 799 additions and 378 deletions

View File

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

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@@ -2,12 +2,12 @@
public class ActionDTO public class ActionDTO
{ {
public string Action { get; set; } public string Type { get; set; }
public string Data { get; set; } public string Data { get; set; }
public ActionDTO(string action, string data) public ActionDTO(string type, string data)
{ {
Action = action; Type = type;
Data = data; Data = data;
} }

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 public enum CardType
{ {
SPADES, SPADES,

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@@ -2,47 +2,93 @@
public class Deck public class Deck
{ {
public List<Card> UnusedDeck = new(); private List<Card> _unusedDeck = new();
public List<Card> UsedDeck = new(); private List<Card> _usedDeck = new();
public Card CurrentCard;
/**
* <summary>
* Creates a new deck instance with a new shuffled set of cards
* </summary>
*/
public Deck() public Deck()
{ {
CreateSet(); CreateSet();
ShuffleDeck(); ShuffleDeck();
CurrentCard = DrawCard();
_usedDeck.Add(CurrentCard);
if (CurrentCard.CardType != CardType.JOKER) return;
CurrentCard = DrawCard();
_usedDeck.Add(CurrentCard);
} }
/**
* <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() private void CreateSet()
{ {
foreach (CardType cardType in Enum.GetValues(typeof(CardType))) foreach (CardType cardType in Enum.GetValues(typeof(CardType)))
{ {
if (cardType == CardType.JOKER) if (cardType == CardType.JOKER)
{ {
UnusedDeck.Add(new Card(cardType, CardValue.RED)); _unusedDeck.Add(new Card(cardType, CardValue.RED));
UnusedDeck.Add(new Card(cardType, CardValue.BLACK)); _unusedDeck.Add(new Card(cardType, CardValue.BLACK));
continue; continue;
} }
foreach (CardValue cardValue in Enum.GetValues(typeof(CardValue))) foreach (CardValue cardValue in Enum.GetValues(typeof(CardValue)))
{ {
if (cardValue is CardValue.RED or CardValue.BLACK) continue; 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() /**
{ * <summary>
return UnusedDeck; * Draws a card from the deck.
} * If the deck is empty, the deck is reshuffled with <see cref="ReshuffleDeck"/>.
* </summary>
*/
public Card DrawCard() public Card DrawCard()
{ {
if (UnusedDeck.Count == 0) ReshuffleDeck(); if (_unusedDeck.Count == 0) ReshuffleDeck();
var card = UnusedDeck[0]; var card = _unusedDeck[0];
UnusedDeck.RemoveAt(0); _unusedDeck.RemoveAt(0);
return card; 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>(); var cards = new List<Card>();
for (var i = 0; i < amount; i++) for (var i = 0; i < amount; i++)
@@ -52,17 +98,18 @@ public class Deck
return cards; return cards;
} }
public void AddCardToUsedDeck(Card card) /**
{ * <summary>
UsedDeck.Add(card); * 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() private void ReshuffleDeck()
{ {
UnusedDeck.AddRange(UsedDeck); _unusedDeck.AddRange(_usedDeck);
UsedDeck.Clear(); _usedDeck.Clear();
if (UnusedDeck.Count == 0) if (_unusedDeck.Count == 0)
{ {
CreateSet(); CreateSet();
} }
@@ -70,8 +117,13 @@ public class Deck
ShuffleDeck(); ShuffleDeck();
} }
/**
* <summary>
* Shuffles all the cards in the deck using the Fisher-Yates algorithm.
* </summary>
*/
private void ShuffleDeck() private void ShuffleDeck()
{ {
UnusedDeck = UnusedDeck.OrderBy(x => Guid.NewGuid()).ToList(); _unusedDeck = _unusedDeck.OrderBy(x => Guid.NewGuid()).ToList();
} }
} }

View File

@@ -1,94 +1,278 @@
using System.Text.Json; using MauMau_Server.Mau.GameMessages;
using MauMau_Server.Mau.Managers;
using MauMau_Server.Websockets; using MauMau_Server.Websockets;
using MauMau_Server.Room;
using MauMau_Server.Room.Messages;
using Newtonsoft.Json;
namespace MauMau_Server.Mau; namespace MauMau_Server.Mau;
public class Game public class Game : RoomType
{ {
public readonly Deck Deck = new(); private readonly Deck _deck = new();
public Card CurrentCard; private readonly TurnManager _turnManager = new();
public List<Player> Players = new(); public readonly List<Card> MauCardBuffer = new();
public Player CurrentPlayer; public CardType? NextAllowedCardType { get; set; }
public int TurnDirection = 1;
private readonly Room _room;
public Game(Room room) public Game(Room.Room room, IEnumerable<ConnectionInstance> connections) : base(room)
{ {
_room = room; // Convert all the connections to players
CurrentCard = Deck.DrawCard(); List<Player> players = new();
Deck.AddCardToUsedDeck(CurrentCard); foreach (var player in connections.Select(connection => new Player(connection)))
}
public void AddPlayerToGame(ConnectionInstance connection)
{
var player = new Player(connection)
{ {
Hand = Deck.DrawCards(8) // Give the new player a hand of cards
}; var initialHand = _deck.DrawCards(8);
Players.Add(player); player.GiveCards(initialHand);
if (Players.Count > 1) return; players.Add(player);
CurrentPlayer = player;
CurrentPlayer.State = PlayerState.TURN;
}
public void RemovePlayer(string playerId)
{
var player = GetPlayer(playerId);
Players.Remove(player);
}
public void HandleAction(string playerId, ActionDTO action)
{
var player = GetPlayer(playerId);
if (CurrentPlayer != player) return;
switch (action.Action)
{
case "PLAYCARD":
{
if (player.State != PlayerState.TURN)
{
break;
}
var card = JsonSerializer.Deserialize<CardDTO>(action.Data).ToCard();
PlayCard(player, card);
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);
break;
case "DRAW":
if (player.State != PlayerState.TURN)
{
break;
}
DrawCard(player);
break;
} }
// Add all the players to the turn manager
_turnManager.Initialize(players);
// Broadcast new game state
SendGameState();
} }
private void PlayCard(Player player, Card card) /**
* <inheritdoc cref="RoomType.OnMessage"/>
*/
public override void OnMessage(ConnectionInstance sender, RoomMessage<string> message)
{ {
var hand = player.Hand; // If the message type is not a game message, ignore the message
if (!IsCardInHand(hand, card) || !IsCardPlayable(CurrentCard, card)) return; if (message.Type is not ("CHOOSE" or "DRAW" or "PLAY"))
Deck.AddCardToUsedDeck(card);
hand.Remove(GetSameCardFromHand(hand, card));
CurrentCard = card;
if (hand.Count == 0)
{ {
_room.EndGame(player);
return; return;
} }
HandleNextPlayer(card);
// 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;
// Based on the message intent, handle the message
switch (message.Type)
{
case "CHOOSE":
Choose(player, message.Data);
break;
case "PLAY":
Play(player, message.Data);
break;
default:
Draw(player);
break;
}
} }
/**
* <inheritdoc cref="RoomType.OnConnect"/>
*/
public override void OnConnect(ConnectionInstance connection)
{
// 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();
}
/**
* <inheritdoc cref="RoomType.OnDisconnect"/>
*/
public override void OnDisconnect(ConnectionInstance connection)
{
// 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)
{
_turnManager.ChangeTurnTo();
}
// Remove the player from the game
_turnManager.Players.Remove(player);
// Broadcast new game state
SendGameState();
}
/**
* <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))
{
return;
}
// Set the next card type that is allowed to be played
NextAllowedCardType = cardType;
// Change the turns
_turnManager.ChangeTurnTo();
// Broadcast new game state
SendGameState();
}
/**
* <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>
* 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)
{
// 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();
}
else
{
// Draw a card from the deck
var drawnCard = _deck.DrawCard();
// Give the card to the player
player.GiveCard(drawnCard);
// Change the player if the drawn card cannot be played
if (!drawnCard.CanBePlayedOn(_deck.CurrentCard))
{
_turnManager.ChangeTurnTo();
}
}
// Broadcast new game state
SendGameState();
}
/**
* <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 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;
}
}
// 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
_deck.CurrentCard = playerCard;
if (player.Hand.Count == 0)
{
EndGame(player);
return;
}
// Change the turn based on the played card
HandleNextPlayer(playerCard);
// Broadcast new game state
SendGameState();
}
/**
* <summary>
* Based on the played card, change the turn to the next player.
* </summary>
* <param name="card">The card that was played</param>
*/
private void HandleNextPlayer(Card card) private void HandleNextPlayer(Card card)
{ {
switch (card.CardValue) switch (card.CardValue)
@@ -96,41 +280,31 @@ public class Game
case CardValue.RED: case CardValue.RED:
case CardValue.BLACK: case CardValue.BLACK:
{ {
var nextPlayer = GetNextPlayer(); MauCardBuffer.Add(card);
var cardsToDraw = Deck.DrawCards(5); _turnManager.CurrentPlayer.State = PlayerState.CHOOSE;
foreach (var drawnCard in cardsToDraw)
{
nextPlayer.Hand.Add(drawnCard);
}
CurrentPlayer.State = PlayerState.CHOOSE;
break; break;
} }
case CardValue.TWO: case CardValue.TWO:
{ {
var nextPlayer = GetNextPlayer(); MauCardBuffer.Add(card);
var cardsToDraw = Deck.DrawCards(2); _turnManager.ChangeTurnTo();
foreach (var drawnCard in cardsToDraw)
{
nextPlayer.Hand.Add(drawnCard);
}
HandleNextPlayer(CurrentPlayer, GetNextPlayer(2));
break; break;
} }
case CardValue.SEVEN: case CardValue.SEVEN:
case CardValue.KING: case CardValue.KING:
break; break;
case CardValue.EIGHT: case CardValue.EIGHT:
HandleNextPlayer(CurrentPlayer, GetNextPlayer(2)); _turnManager.ChangeTurnTo(_turnManager.GetNextPlayer(2));
break; break;
case CardValue.ACE: case CardValue.ACE:
if (Players.Count > 2) if (_turnManager.Players.Count > 2)
{ {
TurnDirection *= -1; _turnManager.ChangeDirection();
HandleNextPlayer(CurrentPlayer, GetNextPlayer()); _turnManager.ChangeTurnTo();
} }
break; break;
case CardValue.JACK: case CardValue.JACK:
CurrentPlayer.State = PlayerState.CHOOSE; _turnManager.CurrentPlayer.State = PlayerState.CHOOSE;
break; break;
case CardValue.THREE: case CardValue.THREE:
case CardValue.FOUR: case CardValue.FOUR:
@@ -140,69 +314,63 @@ public class Game
case CardValue.TEN: case CardValue.TEN:
case CardValue.QUEEN: case CardValue.QUEEN:
default: default:
HandleNextPlayer(CurrentPlayer, GetNextPlayer()); _turnManager.ChangeTurnTo();
break; break;
} }
} }
private void HandleNextPlayer(Player current, Player next) /**
* <summary>
* Count the amount of cards that need to be drawn from the MauCardBuffer. This method also clears the buffer.
* </summary>
* <returns>The amount of cards that need to be drawn</returns>
*/
private int CountMauCardBuffer()
{ {
current.State = PlayerState.WAIT; var totalCards = 0;
next.State = PlayerState.TURN; foreach (var card in MauCardBuffer)
CurrentPlayer = next;
}
private void DrawCard(Player player)
{
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 (card.CardType == CardType.JOKER)
if (index >= Players.Count) index = 0; {
if (index < 0) index = Players.Count - 1; totalCards += 5;
continue;
}
if (card.CardValue == CardValue.TWO)
{
totalCards += 2;
continue;
}
} }
MauCardBuffer.Clear();
return Players[index]; return totalCards;
} }
public Player GetPlayer(string playerId) /**
* <summary>
* Create a game state for each player and send it to them.
* By making a unique game state for each player we can hide information (like other player's hands).
* </summary>
*/
private void SendGameState()
{ {
return Players.FirstOrDefault(p => p.IsMe(playerId)); 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)));
}
} }
private static Card GetSameCardFromHand(IEnumerable<Card> hand, Card card) /**
* <summary>
* Broadcast the winner of the game and change the room's type to a lobby.
* </summary>
* <param name="winner">The player that won the game</param>
*/
private void EndGame(Player winner)
{ {
return hand.FirstOrDefault(handCard => IsSameCard(handCard, card)); var winMessage = new EndMessage(winner.Connection.Id, winner.Connection.Name);
} _room.BroadCast(new RoomMessage<EndMessage>("END", winMessage));
_room.RoomType = new Lobby(_room);
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;
} }
} }

View File

@@ -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));
}
}

View File

@@ -3,29 +3,30 @@
public class GameState public class GameState
{ {
public PlayerDTO Me { get; set; } public PlayerDTO Me { get; set; }
public string CurrentState { get; set; } public string MyState { get; set; }
public List<string> Hand { get; set; } = new(); public List<string> Hand { get; set; } = new();
public string CurrentCard { get; set; } public string CurrentCard { get; set; }
public string? NextAllowedCardType { get; set; }
public PlayerDTO CurrentPlayer { get; set; } public PlayerDTO CurrentPlayer { get; set; }
public List<PlayerDTO> Players { get; set; } = new(); public List<PlayerDTO> Players { get; set; } = new();
public GameState(Game game, string playerId) public GameState(Player me, Card currentCard, CardType? nextAllowedCardType, Player currentPlayer, List<Player> others)
{ {
var p = game.GetPlayer(playerId); Me = new PlayerDTO(me);
Me = new PlayerDTO(game.GetPlayer(playerId)); MyState = me.State.ToString();
CurrentState = p.State.ToString(); foreach (var card in me.Hand)
foreach (var card in p.Hand)
{ {
Hand.Add(card.ToString()); Hand.Add(card.ToString());
} }
foreach (var player in game.Players) foreach (var player in others)
{ {
Players.Add(new PlayerDTO(player)); Players.Add(new PlayerDTO(player));
} }
CurrentCard = game.CurrentCard.ToString(); NextAllowedCardType = nextAllowedCardType?.ToString();
CurrentPlayer = new PlayerDTO(game.CurrentPlayer); CurrentCard = currentCard.ToString();
CurrentPlayer = new PlayerDTO(currentPlayer);
} }
} }
@@ -38,7 +39,7 @@ public class PlayerDTO
public PlayerDTO(Player player) public PlayerDTO(Player player)
{ {
Name = player.Connection.Name; Name = player.Connection.Name;
Id = player.Connection.ConnectionId; Id = player.Connection.Id.ToString();
CardsLeft = player.Hand.Count; CardsLeft = player.Hand.Count;
} }
} }

View File

@@ -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="playerayer">The player to change the turn to. Defaults to the next player in the current direction.</param>
*/
public void ChangeTurnTo(Player? player = null, PlayerState nextPlayerState = PlayerState.TURN)
{
var nextPlayer = player ?? GetNextPlayer();
CurrentPlayer.State = PlayerState.WAIT;
nextPlayer.State = nextPlayerState;
CurrentPlayer = nextPlayer;
}
/**
* <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();
}
}

View File

@@ -13,5 +13,25 @@ public class Player
Connection = connection; 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(Guid playerId) => Connection.Id == playerId;
public bool CanPlayCard(Card currentCard)
{
return Hand.Any(card => card.CanBePlayedOn(currentCard));
}
} }

View File

@@ -4,5 +4,6 @@ public enum PlayerState
{ {
TURN, TURN,
CHOOSE, CHOOSE,
WAIT WAIT,
POST_DRAW
} }

View File

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

View File

@@ -1,34 +0,0 @@
using System.Net.WebSockets;
using System.Text.Json;
using MauMau_Server.Websockets;
namespace MauMau_Server.Mau;
public class Chat
{
private readonly Room _room;
public Chat(Room room)
{
_room = room;
}
public void SendChatMessage(ConnectionInstance connection, string message)
{
var chatMessage = new ChatMessage(connection.Name, message);
var formattedMessage = new MessageDTO("CHAT", JsonSerializer.Serialize(chatMessage));
WebsocketManager.BroadcastAsync(_room.GetWebsockets(), JsonSerializer.Serialize(formattedMessage));
}
}
public class ChatMessage
{
public string Sender { get; set; }
public string Message { get; set; }
public ChatMessage(string sender, string message)
{
Sender = sender;
Message = message;
}
}

View File

@@ -1,18 +0,0 @@
namespace MauMau_Server.Mau;
public class ChatOutput
{
public string PlayerName { get; set; }
public string Message { get; set; }
public ChatOutput(string playerName, string message)
{
PlayerName = playerName;
Message = message;
}
public ChatOutput()
{
}
}

33
Room/Lobby.cs Normal file
View File

@@ -0,0 +1,33 @@
using MauMau_Server.Mau;
using MauMau_Server.Room.Messages;
using MauMau_Server.Websockets;
namespace MauMau_Server.Room;
public class Lobby : RoomType
{
public Lobby(Room room) : base(room)
{
}
public override void OnMessage(ConnectionInstance sender, RoomMessage<string> message)
{
// TODO: Add a way to change game settings
if (message.Type == "LOBBY" && sender == _room.Host)
{
_room.RoomType = new Game(_room, _room.Connections);
}
}
public override void OnConnect(ConnectionInstance connection)
{
var joinMessage = new JoinMessage(_room.Connections, connection);
_room.BroadCast(new RoomMessage<JoinMessage>("JOIN", joinMessage));
}
public override void OnDisconnect(ConnectionInstance connection)
{
var leaveMessage = new LeaveMessage(connection);
_room.BroadCast(new RoomMessage<LeaveMessage>("LEAVE", leaveMessage));
}
}

View File

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

View File

@@ -0,0 +1,13 @@
namespace MauMau_Server.Room.Messages;
public class ChatMessage
{
public string Sender { get; set; }
public string Message { get; set; }
public ChatMessage(string sender, string message)
{
Sender = sender;
Message = message;
}
}

View File

@@ -0,0 +1,13 @@
namespace MauMau_Server.Room.Messages;
public class EndMessage
{
public Guid WinnerId { get; set; }
public string WinnerName { get; set; }
public EndMessage(Guid winnerId, string winnerName)
{
WinnerId = winnerId;
WinnerName = winnerName;
}
}

View File

@@ -0,0 +1,15 @@
using MauMau_Server.Websockets;
namespace MauMau_Server.Room.Messages;
public class JoinMessage
{
public List<ConnectionInstance> Connections { get; set; }
public ConnectionInstance NewConnection { get; set; }
public JoinMessage(List<ConnectionInstance> connections, ConnectionInstance newConnection)
{
Connections = connections;
NewConnection = newConnection;
}
}

View File

@@ -0,0 +1,13 @@
using MauMau_Server.Websockets;
namespace MauMau_Server.Room.Messages;
public class LeaveMessage
{
public ConnectionInstance Connection { get; set; }
public LeaveMessage(ConnectionInstance connection)
{
Connection = connection;
}
}

View File

@@ -1,184 +1,132 @@
using System.Net.WebSockets; using System.Net.WebSockets;
using System.Text.Json; using System.Text.Json;
using System.Text.RegularExpressions; using System.Text.RegularExpressions;
using MauMau_Server.Mau; using MauMau_Server.Room.Messages;
using MauMau_Server.Websockets;
using Microsoft.AspNet.SignalR.Messaging;
namespace MauMau_Server.Websockets; namespace MauMau_Server.Room;
public class Room public class Room
{ {
private readonly IRoomManager _roomManager; private readonly IRoomManager _roomManager;
private readonly string _roomId; private readonly string _roomId;
private readonly List<ConnectionInstance> _connections = new(); public readonly List<ConnectionInstance> Connections = new();
private ConnectionInstance? _host; public ConnectionInstance? Host;
private readonly Chat _chat; public RoomType RoomType;
private Game? _game;
private RoomState _state = RoomState.LOBBY;
public Room(IRoomManager roomManager, string roomId) public Room(IRoomManager roomManager, string roomId)
{ {
_roomManager = roomManager; _roomManager = roomManager;
_chat = new Chat(this); RoomType = new Lobby(this);
_roomId = roomId; _roomId = roomId;
} }
public async Task InstantiateConnection(WebSocket socket, string name) public async Task InstantiateConnection(WebSocket socket, string name)
{ {
var connection = AddConnection(socket, name); var connectionId = Guid.NewGuid();
_game?.AddPlayerToGame(connection);
// If the name is empty, set it to "Mau" + the first part of the connection ID, otherwise strip potential HTML from the name and use it
var validatedName = !string.IsNullOrWhiteSpace(name)
? StripHTML(name)
: "Mau" + connectionId.ToString().Split('-')[0];
var connection = new ConnectionInstance(validatedName, connectionId, socket);
if (IsEmpty()) Host = connection;
Connections.Add(connection);
RoomType.OnConnect(connection);
await HandleConnection(connection); await HandleConnection(connection);
} }
private async Task HandleConnection(ConnectionInstance connection) private async Task HandleConnection(ConnectionInstance connection)
{ {
BroadcastState();
var webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket); var webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
while (!webSocketResponse.Result!.CloseStatus.HasValue) while (!webSocketResponse.Result!.CloseStatus.HasValue)
{ {
var message = JsonSerializer.Deserialize<MessageDTO>(webSocketResponse.SlicedBuffer); var message = JsonSerializer.Deserialize<RoomMessage<string>>(webSocketResponse.SlicedBuffer);
switch (message.Type) switch (message.Type)
{ {
case "GAME":
{
if (_state != RoomState.GAME) break;
var gameInput = JsonSerializer.Deserialize<ActionDTO>(message.Payload);
_game.HandleAction(connection.ConnectionId, gameInput);
break;
}
case "CHAT": case "CHAT":
{ HandleChatMessage(connection, message.Data);
var cleanedMessage = StripHTML(message.Payload);
if (string.IsNullOrWhiteSpace(cleanedMessage))
{
cleanedMessage = "Mau!";
};
_chat.SendChatMessage(connection, cleanedMessage);
break; break;
} case "KICK":
case "LOBBY": await HandleKick(Guid.Parse(message.Data));
{ break;
if (connection.ConnectionId == _host?.ConnectionId) default:
{ RoomType.OnMessage(connection, message);
ChangeLobbyState(RoomState.GAME);
}
break; break;
}
} }
BroadcastState();
webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket); webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
} }
WebsocketManager.CloseAsync(connection.Socket, webSocketResponse.Result); WebsocketManager.CloseAsync(connection.Socket, webSocketResponse.Result);
HandleDisconnect(connection.ConnectionId); HandleDisconnect(connection);
} }
private ConnectionInstance AddConnection(WebSocket socket, string name) private void HandleChatMessage(ConnectionInstance sender, string chatMessage)
{ {
var connectionId = Guid.NewGuid().ToString(); // Remove HTML from chat message to prevent HTML injection
var connection = new ConnectionInstance(name, connectionId, socket); var cleanedMessage = StripHTML(chatMessage);
if (IsEmpty()) _host = connection;
_connections.Add(connection); // If the message is empty, set it to "Mau!"
return connection; if (string.IsNullOrWhiteSpace(cleanedMessage)) cleanedMessage = "Mau!";
// Create a new chat message object with the sender and the message
var envelope = new ChatMessage(sender.Name, cleanedMessage);
// Broadcast the chat message to all connections in the room
BroadCast(new RoomMessage<ChatMessage>("CHAT", envelope));
} }
private void RemoveConnection(string socketId) private async Task HandleKick(Guid connectionId)
{ {
_connections.RemoveAll(connection => connection.ConnectionId == socketId); // Search for the connection with the given ID
var connection = Connections.FirstOrDefault(connection => connection.Id == connectionId);
// If the connection could not be found, return
if (connection == null) return;
// Handle the disconnect of the connection
HandleDisconnect(connection);
// Close the connection with the reason "You have been kicked"
await connection.Socket.CloseAsync(WebSocketCloseStatus.NormalClosure, "You have been kicked",
CancellationToken.None);
} }
private void BroadcastGameState() private void HandleDisconnect(ConnectionInstance connection)
{ {
if (_game == null) Connections.Remove(connection);
{ RoomType.OnDisconnect(connection);
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);
if (IsEmpty()) if (IsEmpty())
{ {
_roomManager.RemoveRoom(_roomId); _roomManager.RemoveRoom(_roomId);
return;
} }
else if (socketId == _host.ConnectionId)
if (connection == Host)
{ {
_host = _connections.First(); Host = Connections.First();
} }
} }
public List<WebSocket> GetWebsockets() public void BroadCast<T>(RoomMessage<T> message)
{ {
return _connections.Select(connection => connection.Socket).ToList(); foreach (var connection in Connections)
{
connection.SendMessageAsync(JsonSerializer.Serialize(message));
}
} }
public bool IsEmpty() public bool IsEmpty()
{ {
return _connections.Count == 0; return Connections.Count == 0;
} }
private static string StripHTML(string input) private static string StripHTML(string input)
{ {
return Regex.Replace(input, "<.*?>", string.Empty); 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 public class RoomManager : IRoomManager
{ {

20
Room/RoomMessage.cs Normal file
View File

@@ -0,0 +1,20 @@
using Newtonsoft.Json;
namespace MauMau_Server.Room;
public class RoomMessage<T>
{
public string Type { get; set; }
public string Data { get; set; }
public RoomMessage(string type, T data)
{
Type = type;
Data = JsonConvert.SerializeObject(data);
}
public RoomMessage()
{
}
}

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, RoomMessage<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 +1,32 @@
using System.Net.WebSockets; using System.Net.WebSockets;
using System.Text;
using Newtonsoft.Json;
namespace MauMau_Server.Websockets; namespace MauMau_Server.Websockets;
public class ConnectionInstance public class ConnectionInstance
{ {
public Guid Id { get; set; }
public string Name { get; set; } public string Name { get; set; }
public string ConnectionId { get; set; } [JsonIgnore]
public WebSocket Socket { get; set; } public WebSocket Socket { get; set; }
public ConnectionInstance(string name, string connectionId, WebSocket socket) public ConnectionInstance(string name, Guid id, WebSocket socket)
{ {
Name = name; Name = name;
ConnectionId = connectionId; Id = id;
Socket = socket; 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);
}
} }

View File

@@ -5,21 +5,6 @@ namespace MauMau_Server.Websockets;
public static class WebsocketManager public static class WebsocketManager
{ {
public static void SendAsync(WebSocket socket, string message)
{
var bytes = Encoding.Default.GetBytes(message);
var arraySegment = new ArraySegment<byte>(bytes);
socket.SendAsync(arraySegment, WebSocketMessageType.Text, true, CancellationToken.None);
}
public static void BroadcastAsync(List<WebSocket> sockets, string message)
{
foreach (var socket in sockets)
{
SendAsync(socket, message);
}
}
public static async Task<WebSocketResponse> ReceiveAsync(WebSocket webSocket) public static async Task<WebSocketResponse> ReceiveAsync(WebSocket webSocket)
{ {
var buffer = new byte[4096]; var buffer = new byte[4096];
@@ -31,6 +16,9 @@ public static class WebsocketManager
public static async void CloseAsync(WebSocket webSocket, WebSocketReceiveResult result) public static async void CloseAsync(WebSocket webSocket, WebSocketReceiveResult result)
{ {
await webSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription, CancellationToken.None); if (webSocket.State is WebSocketState.Open or WebSocketState.CloseReceived or WebSocketState.CloseSent)
{
await webSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription, CancellationToken.None);
}
} }
} }