Not force closing all rooms may be a good idea
This commit is contained in:
@@ -1,4 +1,5 @@
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using MauMau_Server.Websockets;
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using System.Text.Json;
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using MauMau_Server.Websockets;
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.AspNetCore.Mvc;
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namespace MauMau_Server.Controllers;
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namespace MauMau_Server.Controllers;
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@@ -49,7 +50,7 @@ public class RoomController : ControllerBase
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public IActionResult Post()
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public IActionResult Post()
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{
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{
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var id = _roomManager.CreateRoom();
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var id = _roomManager.CreateRoom();
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return Ok(id);
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return Ok(JsonSerializer.Serialize(id));
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}
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}
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[HttpDelete]
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[HttpDelete]
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56
Mau/Game.cs
56
Mau/Game.cs
@@ -33,7 +33,7 @@ public class Game
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Players.Remove(player);
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Players.Remove(player);
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}
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}
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public void handleAction(string playerId, ActionDTO action)
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public void HandleAction(string playerId, ActionDTO action)
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{
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{
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var player = GetPlayer(playerId);
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var player = GetPlayer(playerId);
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if (CurrentPlayer != player) return;
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if (CurrentPlayer != player) return;
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@@ -49,7 +49,6 @@ public class Game
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DrawCard(player);
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DrawCard(player);
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break;
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break;
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}
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}
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}
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}
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private void PlayCard(Player player, Card card)
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private void PlayCard(Player player, Card card)
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@@ -59,7 +58,46 @@ public class Game
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Deck.AddCardToUsedDeck(card);
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Deck.AddCardToUsedDeck(card);
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hand.Remove(GetSameCardFromHand(hand, card));
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hand.Remove(GetSameCardFromHand(hand, card));
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CurrentCard = card;
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CurrentCard = card;
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CurrentPlayer = GetNextPlayer();
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HandleNextPlayer(card);
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}
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private void HandleNextPlayer(Card card)
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{
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switch (card.CardValue)
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{
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case CardValue.TWO:
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{
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var nextPlayer = GetNextPlayer();
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var cardsToDraw = Deck.DrawCards(2);
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foreach (var drawnCard in cardsToDraw)
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{
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nextPlayer.Hand.Add(drawnCard);
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}
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CurrentPlayer = GetNextPlayer(2);
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break;
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}
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case CardValue.SEVEN:
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case CardValue.KING:
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break;
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case CardValue.EIGHT:
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CurrentPlayer = GetNextPlayer(2);
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break;
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case CardValue.ACE:
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TurnDirection *= -1;
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CurrentPlayer = GetNextPlayer();
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break;
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case CardValue.THREE:
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case CardValue.FOUR:
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case CardValue.FIVE:
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case CardValue.SIX:
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case CardValue.NINE:
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case CardValue.TEN:
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case CardValue.JACK:
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case CardValue.QUEEN:
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default:
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CurrentPlayer = GetNextPlayer();
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break;
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}
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}
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}
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private void DrawCard(Player player)
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private void DrawCard(Player player)
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@@ -68,12 +106,16 @@ public class Game
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CurrentPlayer = GetNextPlayer();
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CurrentPlayer = GetNextPlayer();
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}
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}
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private Player GetNextPlayer()
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private Player GetNextPlayer(int numberOfPlayers = 1)
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{
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{
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var index = Players.IndexOf(CurrentPlayer);
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var index = Players.IndexOf(CurrentPlayer);
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index += TurnDirection;
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for (var i = 0; i < numberOfPlayers; i++)
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if (index >= Players.Count) index = 0;
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{
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if (index < 0) index = Players.Count - 1;
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index += TurnDirection;
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if (index >= Players.Count) index = 0;
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if (index < 0) index = Players.Count - 1;
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}
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return Players[index];
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return Players[index];
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}
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}
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@@ -25,7 +25,7 @@ public class Room
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{
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{
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var slicedBuffer = buffer[0..result.Count];
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var slicedBuffer = buffer[0..result.Count];
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var action = JsonSerializer.Deserialize<ActionDTO>(slicedBuffer);
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var action = JsonSerializer.Deserialize<ActionDTO>(slicedBuffer);
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_game.handleAction(socketId, action);
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_game.HandleAction(socketId, action);
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BroadcastGameState();
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BroadcastGameState();
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buffer = EmptyBuffer();
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buffer = EmptyBuffer();
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result = await ReceiveAsync(socket, buffer);
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result = await ReceiveAsync(socket, buffer);
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@@ -58,7 +58,7 @@ public class Room
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_connections.Remove(socketId);
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_connections.Remove(socketId);
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}
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}
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private async Task<WebSocketReceiveResult?> ReceiveAsync(WebSocket webSocket, byte[] buffer)
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private static async Task<WebSocketReceiveResult?> ReceiveAsync(WebSocket webSocket, byte[] buffer)
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{
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{
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var arraySegment = new ArraySegment<byte>(buffer);
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var arraySegment = new ArraySegment<byte>(buffer);
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var result = await webSocket.ReceiveAsync(arraySegment, CancellationToken.None);
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var result = await webSocket.ReceiveAsync(arraySegment, CancellationToken.None);
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@@ -83,7 +83,7 @@ public class Room
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}
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}
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}
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}
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private void SendAsync(WebSocket socket, string message)
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private static void SendAsync(WebSocket socket, string message)
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{
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{
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var bytes = Encoding.Default.GetBytes(message);
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var bytes = Encoding.Default.GetBytes(message);
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var arraySegment = new ArraySegment<byte>(bytes);
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var arraySegment = new ArraySegment<byte>(bytes);
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@@ -94,4 +94,9 @@ public class Room
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{
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{
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return new byte[4096];
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return new byte[4096];
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}
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}
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public bool IsEmpty()
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{
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return _connections.Count == 0;
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}
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}
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}
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@@ -34,7 +34,10 @@ public class RoomManager : IRoomManager
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public void RemoveAllRooms()
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public void RemoveAllRooms()
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{
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{
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Rooms.Clear();
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foreach (var room in Rooms.Where(room => room.Value.IsEmpty()))
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{
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Rooms.Remove(room.Key);
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}
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}
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}
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}
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}
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