25 Commits

Author SHA1 Message Date
309f467f99 Merge pull request 'developmaunt' (#5) from developmaunt into mauster
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Reviewed-on: https://git.mau-mau.nl/MauMau/MauMau-Server/pulls/5
2024-07-17 18:03:26 +00:00
ef8329b565 Merge branch 'refs/heads/mauster' into developmaunt
# Conflicts:
#	Dockerfile
#	Program.cs
2024-07-17 20:00:27 +02:00
5be5914d5d Merge pull request '.NET 7.0.x -> .NET 8.0.x' (#4) from dotnet-upgrade into developmaunt
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Reviewed-on: https://git.mau-mau.nl/MauMau/MauMau-Server/pulls/4
2024-07-14 13:22:00 +00:00
094b5488a1 Removed subfolder from dockerfile
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2024-07-14 15:04:59 +02:00
401e9fbf8a Workflow dotnet version to 8.0.x
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2024-07-13 00:09:43 +02:00
b1083be1e7 Do not open browser on startup
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2024-07-13 00:04:40 +02:00
681cfa13bd Dotnet version upgrade
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2024-07-13 00:01:43 +02:00
25b7a8fb1e Solved sonarlint issue and some more code documentation
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2024-06-12 16:07:31 +02:00
0918b2b3cc Fixed some bugs and added new features that came up while testing:
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- Check for allowed card type was before the check for the mau cards, which caused incorrect cards to be played and mau cards to be passed to wrong players
- Ending with a special card is now a faulty move, which grants the player 5 fault cards now
- Grabbed cards could be registered as playable as it didnt include next allowed card type
- If the first card is a joker, set the next allowed card type to a random other card type to prevent an instant softlock
- Other cleanup :)
2024-06-12 15:57:09 +02:00
84891e37c1 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
2024-05-25 21:43:50 +00:00
2ef1de9d64 Merge pull request 'Large refactor and added new rules' (#2) from quality-rewrite into developmaunt
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Reviewed-on: https://git.mau-mau.nl/MauMau/MauMau-Server/pulls/2
2024-05-25 20:59:36 +00:00
DTieman
3b765841b7 Better messaging and better rule implementation
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2024-05-19 23:49:25 +02:00
DTieman
f5c2b937b0 Some renames 2024-05-18 14:16:30 +02:00
DTieman
90c9b0031c Game seems to work
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2024-05-05 17:08:02 +02:00
DTieman
694bc6147a Partial rewrite, missing:
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- Correctly parsing incoming messages
- Sending the gamestate after relevant actions
2024-05-04 19:55:11 +02:00
0b53650392 Merge pull request 'developmaunt -> mauster' (#1) from developmaunt into mauster
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Reviewed-on: https://git.mau-mau.nl/MauMau/MauMau-Server/pulls/1
2024-04-24 18:05:30 +00:00
DTieman
0c2cb8272d Better lobby system
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2024-04-22 21:51:35 +02:00
DTieman
3c2032a800 Added:
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- Chat message cleaning to prevent HTML injection
- Player hand size to game state
- Deck automatically creates sets when it doesnt have any cards left
2024-04-21 16:27:58 +02:00
DTieman
1e51defad5 Custom names and time in chat
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2024-04-20 23:43:07 +02:00
DTieman
b97eb309c0 Cleanup
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2024-04-20 00:07:53 +02:00
256d6d30ea Update .gitea/workflows/main.yaml
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2024-04-19 21:16:43 +00:00
ed69e06ab9 Update Program.cs
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2024-04-17 08:29:51 +00:00
9b544ce0a1 Update Dockerfile
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2024-04-17 08:01:08 +00:00
9d3b2c44db Update Dockerfile
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2024-04-17 07:41:55 +00:00
75365e663f Update Dockerfile
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2024-04-16 20:51:37 +00:00
34 changed files with 1048 additions and 383 deletions

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@@ -1,4 +1,26 @@
.idea/
.git/
.gitignore
**/.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

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@@ -1,6 +1,12 @@
name: Build Mau & Deploy Mau
on: [push, pull_request]
on:
push:
branches:
- 'mauster'
pull_request:
types:
- opened
concurrency:
group: mau
@@ -22,7 +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

13
.gitignore vendored
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@@ -1,8 +1,7 @@
bin/
obj/
/packages/
riderModule.iml
/_ReSharper.Caches/
.idea
bin
obj
Properties
appsettings.Local.json
.git
*.DotSettings.user
*.sln

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@@ -1,5 +1,5 @@
using System.Text.Json;
using MauMau_Server.Websockets;
using MauMau_Server.Room;
using Microsoft.AspNetCore.Mvc;
namespace MauMau_Server.Controllers;
@@ -24,26 +24,27 @@ public class RoomController : ControllerBase
return Ok(rooms);
}
[HttpGet("{id}")]
public async Task ConnectToRoom(string id)
[HttpGet("{id}/{name}")]
public async Task ConnectToRoom(string id, string name)
{
if (HttpContext.WebSockets.IsWebSocketRequest)
var response = HttpContext.Response;
if (!HttpContext.WebSockets.IsWebSocketRequest)
{
if (_roomManager.RoomExists(id))
response.StatusCode = 400;
await response.BodyWriter.WriteAsync("Request is not a websocket request"u8.ToArray());
return;
}
if (!_roomManager.RoomExists(id))
{
response.StatusCode = 404;
await response.BodyWriter.WriteAsync("Room could not be found"u8.ToArray());
return;
}
using var webSocket = await HttpContext.WebSockets.AcceptWebSocketAsync();
var room = _roomManager.GetRoom(id);
await room.InstantiateConnection(webSocket);
}
else
{
HttpContext.Response.StatusCode = 404;
}
}
else
{
HttpContext.Response.StatusCode = 400;
}
await room.InstantiateConnection(webSocket, name);
}
[HttpPost]

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@@ -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 $APP_UID
WORKDIR /app
EXPOSE 5000
FROM --platform=$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"]

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@@ -2,12 +2,12 @@
public class ActionDTO
{
public string Action { get; set; }
public string Type { 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;
}

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@@ -25,6 +25,46 @@ 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 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;
}
}
public enum CardType
{
SPADES,

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@@ -2,43 +2,83 @@
public class Deck
{
public List<Card> UnusedDeck = new();
public List<Card> UsedDeck = new();
private readonly List<Card> _unusedDeck = new();
private readonly List<Card> _usedDeck = new();
public Card CurrentCard { get; private set; }
/**
* <summary>
* Creates a new deck instance with a new shuffled set of cards
* </summary>
*/
public Deck()
{
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));
continue;
}
foreach (CardValue cardValue in Enum.GetValues(typeof(CardValue)))
{
if (cardValue is CardValue.RED or CardValue.BLACK) continue;
UnusedDeck.Add(new Card(cardType, cardValue));
}
}
// Create a new set of cards
CreateSet();
// Shuffle the deck
ShuffleDeck();
// Draw the first card
var initialCard = DrawCard();
// Set the current card to the first card
CurrentCard = initialCard;
}
public List<Card> GetUnusedDeck()
/**
* <summary>
* 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)
{
return UnusedDeck;
// Add the card to the used deck
_usedDeck.Add(card);
// Set the current card to the given card
CurrentCard = 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>
* 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);
// 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;
}
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)
{
// Create a list of cards and add the drawn cards to it
var cards = new List<Card>();
for (var i = 0; i < amount; i++)
{
@@ -47,20 +87,66 @@ public class Deck
return cards;
}
public void AddCardToUsedDeck(Card card)
/**
* <summary>
* Creates a new deck of cards and adds them to the unused deck.
* </summary>
*/
private void CreateSet()
{
UsedDeck.Add(card);
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));
continue;
}
foreach (CardValue cardValue in Enum.GetValues(typeof(CardValue)))
{
if (cardValue is CardValue.RED or CardValue.BLACK) continue;
_unusedDeck.Add(new Card(cardType, cardValue));
}
}
}
/**
* <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();
// Move all used cards back to the unused deck
_unusedDeck.AddRange(_usedDeck);
_usedDeck.Clear();
// If there are no cards left, create a new set and add it
if (!_unusedDeck.Any())
{
CreateSet();
}
// Shuffle the 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();
// 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);
}
}

View File

@@ -1,78 +1,281 @@
using System.Net.WebSockets;
using System.Text.Json;
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;
namespace MauMau_Server.Mau;
public class Game
public class Game : RoomType
{
public readonly Deck Deck = new();
public Card CurrentCard;
public List<Player> Players = new();
public Player CurrentPlayer;
public int TurnDirection = 1;
// Helpers
private readonly Deck _deck = new();
private readonly TurnManager _turnManager = new();
public Game()
// 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)
{
CurrentCard = Deck.DrawCard();
Deck.AddCardToUsedDeck(CurrentCard);
// 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);
}
public void AddPlayerToGame(ConnectionInstance connection)
// Convert all the connections to players
List<Player> players = new();
foreach (var player in connections.Select(connection => new Player(connection)))
{
var player = new Player(connection)
{
Hand = Deck.DrawCards(8)
};
Players.Add(player);
if (Players.Count == 1) CurrentPlayer = player;
// Give the new player a hand of cards
var initialHand = _deck.DrawCards(NumberOfStartCards);
player.GiveCards(initialHand);
players.Add(player);
}
public void RemovePlayer(string playerId)
{
var player = GetPlayer(playerId);
Players.Remove(player);
// Add all the players to the turn manager
_turnManager.Initialize(players);
// Broadcast new game state
SendGameState();
}
public void HandleAction(string playerId, ActionDTO action)
/**
* <inheritdoc cref="RoomType.OnMessage"/>
*/
public override void OnMessage(ConnectionInstance sender, RoomMessage<string> message)
{
var player = GetPlayer(playerId);
if (CurrentPlayer != player) return;
switch (action.Action)
// If the message type is not a game message, ignore the message
if (message.Type is not ("CHOOSE" or "DRAW" or "PLAY"))
{
case "PLAYCARD":
{
var card = JsonSerializer.Deserialize<CardDTO>(action.Data).ToCard();
PlayCard(player, card);
break;
return;
}
// 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":
var choice = action.Data;
if (!Enum.TryParse(choice, out CardType cardType))
{
Choose(player, message.Data);
break;
}
CurrentCard = new Card(cardType, CardValue.JACK);
CurrentPlayer.State = PlayerState.WAIT;
CurrentPlayer = CurrentCard.CardType == CardType.JOKER ? GetNextPlayer() : GetNextPlayer(2);
CurrentPlayer.State = PlayerState.TURN;
case "PLAY":
Play(player, message.Data);
break;
case "DRAW":
DrawCard(player);
default:
Draw(player);
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;
HandleNextPlayer(card);
// 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)
{
// 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))
{
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>
*/
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 (!CardCanBePlayed(drawnCard))
{
_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 = JsonSerializer.Deserialize<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;
}
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);
// 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);
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)
{
switch (card.CardValue)
@@ -80,45 +283,32 @@ 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;
_mauCardBuffer.Add(card);
_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);
}
CurrentPlayer.State = PlayerState.WAIT;
CurrentPlayer = GetNextPlayer(2);
CurrentPlayer.State = PlayerState.TURN;
_mauCardBuffer.Add(card);
_turnManager.ChangeTurnTo();
break;
}
case CardValue.SEVEN:
case CardValue.KING:
break;
case CardValue.EIGHT:
CurrentPlayer.State = PlayerState.WAIT;
CurrentPlayer = GetNextPlayer(2);
CurrentPlayer.State = PlayerState.TURN;
_turnManager.ChangeTurnTo(_turnManager.GetNextPlayer(2));
break;
case CardValue.ACE:
if (Players.Count > 2)
if (_turnManager.Players.Count > 2)
{
TurnDirection *= -1;
CurrentPlayer = GetNextPlayer();
_turnManager.ChangeDirection();
_turnManager.ChangeTurnTo();
}
break;
case CardValue.JACK:
CurrentPlayer.State = PlayerState.CHOOSE;
_turnManager.CurrentPlayer.State = PlayerState.CHOOSE;
break;
case CardValue.THREE:
case CardValue.FOUR:
@@ -128,64 +318,95 @@ public class Game
case CardValue.TEN:
case CardValue.QUEEN:
default:
CurrentPlayer = GetNextPlayer();
_turnManager.ChangeTurnTo();
break;
}
}
private void DrawCard(Player player)
/**
* <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)
{
player.Hand.Add(Deck.DrawCard());
CurrentPlayer = GetNextPlayer();
player.State = PlayerState.WAIT;
CurrentPlayer.State = PlayerState.TURN;
// Check if there are pending mau cards played
if (_mauCardBuffer.Count > 0)
{
// If so, the card must be a mau card
return card.IsMauCard();
}
private Player GetNextPlayer(int numberOfPlayers = 1)
// Check if there is a next allowed card type
if (NextAllowedCardType != null)
{
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;
// 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;
}
return Players[index];
// Otherwise, use the normal rules
return card.CanBePlayedOn(_deck.CurrentCard);
}
public Player GetPlayer(string playerId)
/**
* <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()
{
return Players.FirstOrDefault(p => p.IsMe(playerId));
var totalCards = 0;
foreach (var card in _mauCardBuffer)
{
if (card.CardType == CardType.JOKER)
{
totalCards += 5;
}
else if (card.CardValue == CardValue.TWO)
{
totalCards += 2;
}
}
private static Card GetSameCardFromHand(IEnumerable<Card> hand, Card card)
{
return hand.FirstOrDefault(handCard => IsSameCard(handCard, card));
_mauCardBuffer.Clear();
return totalCards;
}
private static bool IsCardPlayable(Card currentCard, Card playedCard)
/**
* <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 IsSameCardType(currentCard, playedCard) || IsSameCardValue(currentCard, playedCard) || playedCard.CardType == CardType.JOKER;
foreach (var player in _turnManager.Players)
{
var gameState = new GameState(player, _deck.CurrentCard, NextAllowedCardType, _turnManager.CurrentPlayer,
_turnManager.Players);
player.Connection.SendMessageAsync(
JsonSerializer.Serialize(new RoomMessage<GameState>("GAME", gameState)));
}
}
private static bool IsCardInHand(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.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;
var winMessage = new EndMessage(winner.Connection);
_room.BroadCast(new RoomMessage<EndMessage>("END", winMessage));
_room.RoomType = new Lobby(_room);
}
}

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

@@ -2,29 +2,44 @@
public class GameState
{
public string PlayerName { get; set; }
public string CurrentState { get; set; }
public PlayerDTO Me { get; set; }
public string MyState { get; set; }
public List<string> Hand { get; set; } = new();
public string CurrentCard { get; set; }
public string CurrentPlayer { get; set; }
public List<string> Players { get; set; } = new();
public string? NextAllowedCardType { get; set; }
public PlayerDTO CurrentPlayer { get; set; }
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);
PlayerName = p.Connection.ConnectionId;
CurrentState = p.State.ToString();
foreach (var card in p.Hand)
Me = new PlayerDTO(me);
MyState = me.State.ToString();
foreach (var card in me.Hand)
{
Hand.Add(card.ToString());
}
foreach (var player in game.Players)
foreach (var player in others)
{
Players.Add(player.Connection.ConnectionId);
Players.Add(new PlayerDTO(player));
}
CurrentCard = game.CurrentCard.ToString();
CurrentPlayer = game.CurrentPlayer.Connection.ConnectionId;
NextAllowedCardType = nextAllowedCardType?.ToString();
CurrentCard = currentCard.ToString();
CurrentPlayer = new PlayerDTO(currentPlayer);
}
}
public class PlayerDTO
{
public string Name { get; set; }
public string Id { get; set; }
public int CardsLeft { get; set; }
public PlayerDTO(Player player)
{
Name = player.Connection.Name;
Id = player.Connection.Id.ToString();
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;
}
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,
CHOOSE,
WAIT
WAIT,
POST_DRAW
}

View File

@@ -1,16 +1,16 @@
<Project Sdk="Microsoft.NET.Sdk.Web">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<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="Microsoft.AspNetCore.OpenApi" Version="8.0.6"/>
<PackageReference Include="Swashbuckle.AspNetCore" Version="6.4.0"/>
</ItemGroup>
</Project>

16
MauMau-Server.sln Normal file
View 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

View File

@@ -1,24 +1,13 @@
using Hangfire;
using Hangfire.MemoryStorage;
using MauMau_Server.Websockets;
using MauMau_Server.Room;
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();
@@ -36,9 +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();
@@ -47,6 +33,5 @@ app.UseCors(policyBuilder =>
});
app.UseHttpsRedirection();
app.UseAuthorization();
app.MapControllers();
app.Run();

View 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"
}
}
}
}

View File

@@ -1 +0,0 @@
Mau

View File

@@ -1,22 +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(string connectionId, string message)
{
var chatMessage = new ChatOutput(connectionId, message);
var formattedMessage = new MessageDTO("CHAT", JsonSerializer.Serialize(chatMessage));
WebsocketManager.BroadcastAsync(_room.GetWebsockets(), JsonSerializer.Serialize(formattedMessage));
}
}

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
{

View File

@@ -0,0 +1,14 @@
namespace MauMau_Server.Room.Messages;
public class ChatMessage
{
public Guid Id { get; set; } = Guid.NewGuid();
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 @@
using MauMau_Server.Websockets;
namespace MauMau_Server.Room.Messages;
public class EndMessage
{
public ConnectionInstance Winner { get; set; }
public EndMessage(ConnectionInstance winner)
{
Winner = winner;
}
}

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

@@ -1,106 +1,131 @@
using System.Net.WebSockets;
using System.Text.Json;
using MauMau_Server.Mau;
using System.Text.RegularExpressions;
using MauMau_Server.Room.Messages;
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 readonly Game _game = new();
public readonly List<ConnectionInstance> Connections = [];
public ConnectionInstance? Host;
public RoomType RoomType;
public Room(IRoomManager roomManager, string roomId)
{
_roomManager = roomManager;
_chat = new Chat(this);
RoomType = new Lobby(this);
_roomId = roomId;
}
public async Task InstantiateConnection(WebSocket socket)
public async Task InstantiateConnection(WebSocket socket, string name)
{
var connection = AddConnection(socket);
if (IsEmpty()) _host = connection;
_game.AddPlayerToGame(connection);
var connectionId = Guid.NewGuid();
// 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);
}
private async Task HandleConnection(ConnectionInstance connection)
{
BroadcastGameState();
var webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
while (!webSocketResponse.Result!.CloseStatus.HasValue)
{
var message = JsonSerializer.Deserialize<MessageDTO>(webSocketResponse.SlicedBuffer);
var message = JsonSerializer.Deserialize<RoomMessage<string>>(webSocketResponse.SlicedBuffer);
switch (message.Type)
{
case "GAME":
{
var gameInput = JsonSerializer.Deserialize<ActionDTO>(message.Payload);
_game.HandleAction(connection.ConnectionId, gameInput);
break;
}
case "CHAT":
{
_chat.SendChatMessage(connection.ConnectionId, message.Payload);
HandleChatMessage(connection, message.Data);
break;
case "KICK":
await HandleKick(Guid.Parse(message.Data));
break;
default:
RoomType.OnMessage(connection, message);
break;
}
}
BroadcastGameState();
webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
}
WebsocketManager.CloseAsync(connection.Socket, webSocketResponse.Result);
HandleDisconnect(connection.ConnectionId);
HandleDisconnect(connection);
}
private ConnectionInstance AddConnection(WebSocket socket)
private void HandleChatMessage(ConnectionInstance sender, string chatMessage)
{
var connectionId = Guid.NewGuid().ToString();
var connection = new ConnectionInstance(connectionId, socket);
_connections.Add(connection);
return connection;
// Remove HTML from chat message to prevent HTML injection
var cleanedMessage = StripHTML(chatMessage);
// If the message is empty, set it to "Mau!"
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)
{
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 HandleDisconnect(string socketId)
{
RemoveConnection(socketId);
_game.RemovePlayer(socketId);
Connections.Remove(connection);
RoomType.OnDisconnect(connection);
if (IsEmpty())
{
_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()
{
return _connections.Count == 0;
return Connections.Count == 0;
}
private static string StripHTML(string input)
{
return Regex.Replace(input, "<.*?>", string.Empty);
}
}

View File

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

20
Room/RoomMessage.cs Normal file
View File

@@ -0,0 +1,20 @@
using System.Text.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 = JsonSerializer.Serialize(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

@@ -1,15 +1,26 @@
using System.Net.WebSockets;
using System.Text;
using System.Text.Json.Serialization;
namespace MauMau_Server.Websockets;
public class ConnectionInstance
public class ConnectionInstance(string name, Guid id, WebSocket socket)
{
public string ConnectionId { get; set; }
public WebSocket Socket { get; set; }
public Guid Id { get; set; } = id;
public string Name { get; set; } = name;
public ConnectionInstance(string connectionId, WebSocket socket)
[JsonIgnore]
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.
* </summary>
*/
public void SendMessageAsync(string message)
{
ConnectionId = connectionId;
Socket = socket;
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 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)
{
var buffer = new byte[4096];
@@ -30,7 +15,10 @@ public static class WebsocketManager
}
public static async void CloseAsync(WebSocket webSocket, WebSocketReceiveResult result)
{
if (webSocket.State is WebSocketState.Open or WebSocketState.CloseReceived or WebSocketState.CloseSent)
{
await webSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription, CancellationToken.None);
}
}
}

View File

@@ -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