Large refactor and added new rules #2
@@ -1,6 +1,5 @@
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using System.Text;
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using System.Text.Json;
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using MauMau_Server.Websockets;
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using System.Text.Json;
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using MauMau_Server.Room;
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using Microsoft.AspNetCore.Mvc;
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namespace MauMau_Server.Controllers;
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@@ -2,12 +2,12 @@
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public class ActionDTO
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{
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public string Action { get; set; }
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public string Type { get; set; }
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public string Data { get; set; }
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public ActionDTO(string action, string data)
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public ActionDTO(string type, string data)
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{
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Action = action;
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Type = type;
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Data = data;
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}
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25
Mau/Card.cs
25
Mau/Card.cs
@@ -25,6 +25,31 @@ public class Card
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}
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}
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public static class CardExtensions
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{
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public static bool IsSameCard(this Card card1, Card card2)
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{
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return card1.IsSameCardType(card2) && card1.IsSameCardValue(card2);
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}
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public static bool IsSameCardType(this Card card1, Card card2)
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{
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return card1.CardType == card2.CardType;
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}
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public static bool IsSameCardValue(this Card card1, Card card2)
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{
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return card1.CardValue == card2.CardValue;
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}
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public static bool CanBePlayedOn(this Card playedCard, Card currentCard)
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{
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return playedCard.IsSameCardType(currentCard)
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|| playedCard.IsSameCardValue(currentCard)
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|| playedCard.CardType == CardType.JOKER;
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}
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}
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public enum CardType
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{
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SPADES,
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98
Mau/Deck.cs
98
Mau/Deck.cs
@@ -2,47 +2,93 @@
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public class Deck
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{
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public List<Card> UnusedDeck = new();
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public List<Card> UsedDeck = new();
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private List<Card> _unusedDeck = new();
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private List<Card> _usedDeck = new();
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public Card CurrentCard;
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/**
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* <summary>
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* Creates a new deck instance with a new shuffled set of cards
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* </summary>
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*/
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public Deck()
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{
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CreateSet();
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ShuffleDeck();
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CurrentCard = DrawCard();
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_usedDeck.Add(CurrentCard);
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if (CurrentCard.CardType != CardType.JOKER) return;
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CurrentCard = DrawCard();
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_usedDeck.Add(CurrentCard);
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}
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/**
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* <summary>
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* Adds the given card to the used cards deck.
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* </summary>
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* <param name="card">The card to add to the used cards deck.</param>
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*/
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public void AddCardToUsedDeck(Card card)
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{
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_usedDeck.Add(card);
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}
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/**
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* <summary>
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* Adds the given list of cards to the used cards deck.
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* </summary>
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* <param name="cards">The list of cards to add to the used cards deck.</param>
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*/
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public void AddCardsToUsedDeck(IEnumerable<Card> cards)
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{
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_usedDeck.AddRange(cards);
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}
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/**
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* <summary>
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* Creates a new deck of cards and adds them to the unused deck.
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* </summary>
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*/
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private void CreateSet()
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{
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foreach (CardType cardType in Enum.GetValues(typeof(CardType)))
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{
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if (cardType == CardType.JOKER)
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{
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UnusedDeck.Add(new Card(cardType, CardValue.RED));
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UnusedDeck.Add(new Card(cardType, CardValue.BLACK));
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_unusedDeck.Add(new Card(cardType, CardValue.RED));
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_unusedDeck.Add(new Card(cardType, CardValue.BLACK));
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continue;
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}
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foreach (CardValue cardValue in Enum.GetValues(typeof(CardValue)))
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{
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if (cardValue is CardValue.RED or CardValue.BLACK) continue;
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UnusedDeck.Add(new Card(cardType, cardValue));
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_unusedDeck.Add(new Card(cardType, cardValue));
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}
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}
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}
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public List<Card> GetUnusedDeck()
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{
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return UnusedDeck;
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}
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/**
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* <summary>
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* Draws a card from the deck.
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* If the deck is empty, the deck is reshuffled with <see cref="ReshuffleDeck"/>.
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* </summary>
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*/
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public Card DrawCard()
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{
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if (UnusedDeck.Count == 0) ReshuffleDeck();
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var card = UnusedDeck[0];
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UnusedDeck.RemoveAt(0);
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if (_unusedDeck.Count == 0) ReshuffleDeck();
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var card = _unusedDeck[0];
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_unusedDeck.RemoveAt(0);
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return card;
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}
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public List<Card> DrawCards(int amount)
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/**
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* <summary>
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* Take a given amount of cards from the deck. This method calls <see cref="DrawCard"/> for each card.
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* </summary>
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* <param name="amount">The amount of cards to draw from the deck.</param>
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*/
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public IEnumerable<Card> DrawCards(int amount)
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{
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var cards = new List<Card>();
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for (var i = 0; i < amount; i++)
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@@ -52,17 +98,18 @@ public class Deck
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return cards;
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}
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public void AddCardToUsedDeck(Card card)
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{
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UsedDeck.Add(card);
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}
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/**
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* <summary>
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* Moves all the used cards back to the unused deck and shuffles it.
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* If there are no cards to reshuffle, a new set of cards is created and shuffled.
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* </summary>
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*/
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private void ReshuffleDeck()
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{
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UnusedDeck.AddRange(UsedDeck);
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UsedDeck.Clear();
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_unusedDeck.AddRange(_usedDeck);
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_usedDeck.Clear();
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if (UnusedDeck.Count == 0)
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if (_unusedDeck.Count == 0)
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{
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CreateSet();
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}
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@@ -70,8 +117,13 @@ public class Deck
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ShuffleDeck();
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}
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/**
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* <summary>
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* Shuffles all the cards in the deck using the Fisher-Yates algorithm.
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* </summary>
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*/
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private void ShuffleDeck()
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{
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UnusedDeck = UnusedDeck.OrderBy(x => Guid.NewGuid()).ToList();
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_unusedDeck = _unusedDeck.OrderBy(x => Guid.NewGuid()).ToList();
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}
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}
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456
Mau/Game.cs
456
Mau/Game.cs
@@ -1,94 +1,278 @@
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using System.Text.Json;
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using MauMau_Server.Mau.GameMessages;
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using MauMau_Server.Mau.Managers;
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using MauMau_Server.Websockets;
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using MauMau_Server.Room;
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using MauMau_Server.Room.Messages;
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using Newtonsoft.Json;
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namespace MauMau_Server.Mau;
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public class Game
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public class Game : RoomType
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{
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public readonly Deck Deck = new();
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public Card CurrentCard;
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public List<Player> Players = new();
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public Player CurrentPlayer;
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public int TurnDirection = 1;
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private readonly Room _room;
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private readonly Deck _deck = new();
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private readonly TurnManager _turnManager = new();
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public readonly List<Card> MauCardBuffer = new();
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public CardType? NextAllowedCardType { get; set; }
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public Game(Room room)
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public Game(Room.Room room, IEnumerable<ConnectionInstance> connections) : base(room)
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{
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_room = room;
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CurrentCard = Deck.DrawCard();
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Deck.AddCardToUsedDeck(CurrentCard);
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}
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public void AddPlayerToGame(ConnectionInstance connection)
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{
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var player = new Player(connection)
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// Convert all the connections to players
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List<Player> players = new();
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foreach (var player in connections.Select(connection => new Player(connection)))
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{
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Hand = Deck.DrawCards(8)
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};
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Players.Add(player);
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if (Players.Count > 1) return;
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CurrentPlayer = player;
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CurrentPlayer.State = PlayerState.TURN;
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}
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public void RemovePlayer(string playerId)
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{
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var player = GetPlayer(playerId);
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Players.Remove(player);
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}
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public void HandleAction(string playerId, ActionDTO action)
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{
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var player = GetPlayer(playerId);
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if (CurrentPlayer != player) return;
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switch (action.Action)
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{
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case "PLAYCARD":
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{
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if (player.State != PlayerState.TURN)
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{
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break;
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}
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var card = JsonSerializer.Deserialize<CardDTO>(action.Data).ToCard();
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PlayCard(player, card);
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break;
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}
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case "CHOOSE":
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var choice = action.Data;
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if (!Enum.TryParse(choice, out CardType cardType))
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{
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break;
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}
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CurrentPlayer.State = PlayerState.WAIT;
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CurrentPlayer = CurrentCard.CardType == CardType.JOKER ? GetNextPlayer(2) : GetNextPlayer();
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CurrentPlayer.State = PlayerState.TURN;
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CurrentCard = new Card(cardType, CardValue.JACK);
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break;
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case "DRAW":
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if (player.State != PlayerState.TURN)
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{
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break;
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}
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DrawCard(player);
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break;
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// Give the new player a hand of cards
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var initialHand = _deck.DrawCards(8);
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player.GiveCards(initialHand);
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players.Add(player);
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}
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// Add all the players to the turn manager
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_turnManager.Initialize(players);
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// Broadcast new game state
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SendGameState();
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}
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private void PlayCard(Player player, Card card)
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/**
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* <inheritdoc cref="RoomType.OnMessage"/>
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*/
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public override void OnMessage(ConnectionInstance sender, RoomMessage<string> message)
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{
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var hand = player.Hand;
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if (!IsCardInHand(hand, card) || !IsCardPlayable(CurrentCard, card)) return;
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Deck.AddCardToUsedDeck(card);
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hand.Remove(GetSameCardFromHand(hand, card));
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CurrentCard = card;
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if (hand.Count == 0)
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// If the message type is not a game message, ignore the message
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if (message.Type is not ("CHOOSE" or "DRAW" or "PLAY"))
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{
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_room.EndGame(player);
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return;
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}
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HandleNextPlayer(card);
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// Get the player that sent the message
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var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(sender.Id));
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// If the player is not the player that is currently playing, ignore the message
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if (_turnManager.CurrentPlayer != player) return;
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// Based on the message intent, handle the message
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switch (message.Type)
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{
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case "CHOOSE":
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Choose(player, message.Data);
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break;
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case "PLAY":
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Play(player, message.Data);
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break;
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default:
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Draw(player);
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break;
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}
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}
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/**
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* <inheritdoc cref="RoomType.OnConnect"/>
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*/
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public override void OnConnect(ConnectionInstance connection)
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{
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// Broadcast that a player joined
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var joinMessage = new JoinMessage(_room.Connections, connection);
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_room.BroadCast(new RoomMessage<JoinMessage>("JOIN", joinMessage));
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// Create a new player, give them a new hand and add them to the game
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var player = new Player(connection);
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var initialHand = _deck.DrawCards(8);
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player.GiveCards(initialHand);
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_turnManager.Players.Add(player);
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// Broadcast new game state
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SendGameState();
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}
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/**
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* <inheritdoc cref="RoomType.OnDisconnect"/>
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*/
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public override void OnDisconnect(ConnectionInstance connection)
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{
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// Broadcast that the player left
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var leaveMessage = new LeaveMessage(connection);
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_room.BroadCast(new RoomMessage<LeaveMessage>("LEAVE", leaveMessage));
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// Get the player that left
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var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(connection.Id));
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if (player is null) return;
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// Add the player's hand to the used deck
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var playerHand = player.Hand;
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_deck.AddCardsToUsedDeck(playerHand);
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// Change the turn if the player that left was the current player
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if (player == _turnManager.CurrentPlayer)
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{
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_turnManager.ChangeTurnTo();
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}
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// Remove the player from the game
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_turnManager.Players.Remove(player);
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// Broadcast new game state
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SendGameState();
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}
|
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|
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/**
|
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* <summary>
|
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* The player had to choose a new card type
|
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* </summary>
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* <param name="player">The player that chose a new card type</param>
|
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* <param name="data">A string that represents a CardType</param>
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*/
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private void Choose(Player player, string data)
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{
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// Convert the data to a CardType, if it fails, ignore the message
|
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if (!Enum.TryParse(data, out CardType cardType))
|
||||
{
|
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return;
|
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}
|
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|
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// Set the next card type that is allowed to be played
|
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NextAllowedCardType = cardType;
|
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|
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// Change the turns
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_turnManager.ChangeTurnTo();
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|
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// Broadcast new game state
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SendGameState();
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}
|
||||
|
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/**
|
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* <summary>
|
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* The player either:
|
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* <list type="bullet">
|
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* <item>Could not play a card and had to draw a card</item>
|
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* <item>Chose to draw a card as a strategic move</item>
|
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* </list>
|
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* 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>
|
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* <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)
|
||||
{
|
||||
switch (card.CardValue)
|
||||
@@ -96,41 +280,31 @@ public class Game
|
||||
case CardValue.RED:
|
||||
case CardValue.BLACK:
|
||||
{
|
||||
var nextPlayer = GetNextPlayer();
|
||||
var cardsToDraw = Deck.DrawCards(5);
|
||||
foreach (var drawnCard in cardsToDraw)
|
||||
{
|
||||
nextPlayer.Hand.Add(drawnCard);
|
||||
}
|
||||
CurrentPlayer.State = PlayerState.CHOOSE;
|
||||
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);
|
||||
}
|
||||
HandleNextPlayer(CurrentPlayer, GetNextPlayer(2));
|
||||
MauCardBuffer.Add(card);
|
||||
_turnManager.ChangeTurnTo();
|
||||
break;
|
||||
}
|
||||
case CardValue.SEVEN:
|
||||
case CardValue.KING:
|
||||
break;
|
||||
case CardValue.EIGHT:
|
||||
HandleNextPlayer(CurrentPlayer, GetNextPlayer(2));
|
||||
_turnManager.ChangeTurnTo(_turnManager.GetNextPlayer(2));
|
||||
break;
|
||||
case CardValue.ACE:
|
||||
if (Players.Count > 2)
|
||||
if (_turnManager.Players.Count > 2)
|
||||
{
|
||||
TurnDirection *= -1;
|
||||
HandleNextPlayer(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:
|
||||
@@ -140,69 +314,63 @@ public class Game
|
||||
case CardValue.TEN:
|
||||
case CardValue.QUEEN:
|
||||
default:
|
||||
HandleNextPlayer(CurrentPlayer, GetNextPlayer());
|
||||
_turnManager.ChangeTurnTo();
|
||||
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;
|
||||
next.State = PlayerState.TURN;
|
||||
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++)
|
||||
var totalCards = 0;
|
||||
foreach (var card in MauCardBuffer)
|
||||
{
|
||||
index += TurnDirection;
|
||||
if (index >= Players.Count) index = 0;
|
||||
if (index < 0) index = Players.Count - 1;
|
||||
if (card.CardType == CardType.JOKER)
|
||||
{
|
||||
totalCards += 5;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (card.CardValue == CardValue.TWO)
|
||||
{
|
||||
totalCards += 2;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
return Players[index];
|
||||
MauCardBuffer.Clear();
|
||||
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));
|
||||
}
|
||||
|
||||
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;
|
||||
var winMessage = new EndMessage(winner.Connection.Id, winner.Connection.Name);
|
||||
_room.BroadCast(new RoomMessage<EndMessage>("END", winMessage));
|
||||
_room.RoomType = new Lobby(_room);
|
||||
}
|
||||
}
|
||||
30
Mau/GameMessages/PlayCard.cs
Normal file
30
Mau/GameMessages/PlayCard.cs
Normal 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));
|
||||
}
|
||||
}
|
||||
@@ -3,29 +3,30 @@
|
||||
public class GameState
|
||||
{
|
||||
public PlayerDTO Me { get; set; }
|
||||
public string CurrentState { get; set; }
|
||||
public string MyState { get; set; }
|
||||
public List<string> Hand { get; set; } = new();
|
||||
public string CurrentCard { get; set; }
|
||||
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);
|
||||
Me = new PlayerDTO(game.GetPlayer(playerId));
|
||||
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(new PlayerDTO(player));
|
||||
}
|
||||
|
||||
CurrentCard = game.CurrentCard.ToString();
|
||||
CurrentPlayer = new PlayerDTO(game.CurrentPlayer);
|
||||
NextAllowedCardType = nextAllowedCardType?.ToString();
|
||||
CurrentCard = currentCard.ToString();
|
||||
CurrentPlayer = new PlayerDTO(currentPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -38,7 +39,7 @@ public class PlayerDTO
|
||||
public PlayerDTO(Player player)
|
||||
{
|
||||
Name = player.Connection.Name;
|
||||
Id = player.Connection.ConnectionId;
|
||||
Id = player.Connection.Id.ToString();
|
||||
CardsLeft = player.Hand.Count;
|
||||
}
|
||||
}
|
||||
80
Mau/Managers/TurnManager.cs
Normal file
80
Mau/Managers/TurnManager.cs
Normal 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();
|
||||
}
|
||||
}
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
@@ -4,5 +4,6 @@ public enum PlayerState
|
||||
{
|
||||
TURN,
|
||||
CHOOSE,
|
||||
WAIT
|
||||
WAIT,
|
||||
POST_DRAW
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using Hangfire;
|
||||
using Hangfire.MemoryStorage;
|
||||
using MauMau_Server.Room;
|
||||
using MauMau_Server.Websockets;
|
||||
|
||||
var builder = WebApplication.CreateBuilder(args);
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -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
33
Room/Lobby.cs
Normal 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));
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
namespace MauMau_Server.Mau;
|
||||
namespace MauMau_Server.Room;
|
||||
|
||||
public class MessageDTO
|
||||
{
|
||||
|
||||
13
Room/Messages/ChatMessage.cs
Normal file
13
Room/Messages/ChatMessage.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
13
Room/Messages/EndMessage.cs
Normal file
13
Room/Messages/EndMessage.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
15
Room/Messages/JoinMessage.cs
Normal file
15
Room/Messages/JoinMessage.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
13
Room/Messages/LeaveMessage.cs
Normal file
13
Room/Messages/LeaveMessage.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
186
Room/Room.cs
186
Room/Room.cs
@@ -1,184 +1,132 @@
|
||||
using System.Net.WebSockets;
|
||||
using System.Text.Json;
|
||||
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
|
||||
{
|
||||
private readonly IRoomManager _roomManager;
|
||||
private readonly string _roomId;
|
||||
private readonly List<ConnectionInstance> _connections = new();
|
||||
private ConnectionInstance? _host;
|
||||
private readonly Chat _chat;
|
||||
private Game? _game;
|
||||
private RoomState _state = RoomState.LOBBY;
|
||||
public readonly List<ConnectionInstance> Connections = new();
|
||||
public ConnectionInstance? Host;
|
||||
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, string name)
|
||||
{
|
||||
var connection = AddConnection(socket, name);
|
||||
_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)
|
||||
{
|
||||
BroadcastState();
|
||||
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":
|
||||
{
|
||||
if (_state != RoomState.GAME) break;
|
||||
var gameInput = JsonSerializer.Deserialize<ActionDTO>(message.Payload);
|
||||
_game.HandleAction(connection.ConnectionId, gameInput);
|
||||
break;
|
||||
}
|
||||
case "CHAT":
|
||||
{
|
||||
var cleanedMessage = StripHTML(message.Payload);
|
||||
if (string.IsNullOrWhiteSpace(cleanedMessage))
|
||||
{
|
||||
cleanedMessage = "Mau!";
|
||||
};
|
||||
_chat.SendChatMessage(connection, cleanedMessage);
|
||||
HandleChatMessage(connection, message.Data);
|
||||
break;
|
||||
}
|
||||
case "LOBBY":
|
||||
{
|
||||
if (connection.ConnectionId == _host?.ConnectionId)
|
||||
{
|
||||
ChangeLobbyState(RoomState.GAME);
|
||||
}
|
||||
case "KICK":
|
||||
await HandleKick(Guid.Parse(message.Data));
|
||||
break;
|
||||
default:
|
||||
RoomType.OnMessage(connection, message);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
BroadcastState();
|
||||
webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
|
||||
}
|
||||
|
||||
WebsocketManager.CloseAsync(connection.Socket, webSocketResponse.Result);
|
||||
HandleDisconnect(connection.ConnectionId);
|
||||
HandleDisconnect(connection);
|
||||
}
|
||||
|
||||
private ConnectionInstance AddConnection(WebSocket socket, string name)
|
||||
private void HandleChatMessage(ConnectionInstance sender, string chatMessage)
|
||||
{
|
||||
var connectionId = Guid.NewGuid().ToString();
|
||||
var connection = new ConnectionInstance(name, connectionId, socket);
|
||||
if (IsEmpty()) _host = connection;
|
||||
_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)
|
||||
{
|
||||
if (_game == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
foreach (var connection in _connections)
|
||||
{
|
||||
var gameState = new GameState(_game, connection.ConnectionId);
|
||||
var message = new MessageDTO("GAME", JsonSerializer.Serialize(gameState));
|
||||
WebsocketManager.SendAsync(connection.Socket, JsonSerializer.Serialize(message));
|
||||
}
|
||||
}
|
||||
|
||||
private void BroadcastState()
|
||||
{
|
||||
switch (_state)
|
||||
{
|
||||
case RoomState.LOBBY:
|
||||
var message = new MessageDTO("LOBBY", JsonSerializer.Serialize("a"));
|
||||
WebsocketManager.BroadcastAsync(GetWebsockets(), JsonSerializer.Serialize(message));
|
||||
break;
|
||||
case RoomState.GAME:
|
||||
BroadcastGameState();
|
||||
break;
|
||||
default:
|
||||
//
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void ChangeLobbyState(RoomState targetState)
|
||||
{
|
||||
switch (targetState)
|
||||
{
|
||||
case RoomState.LOBBY:
|
||||
_state = RoomState.LOBBY;
|
||||
_game = null;
|
||||
break;
|
||||
case RoomState.GAME:
|
||||
{
|
||||
_state = RoomState.GAME;
|
||||
_game = new Game(this);
|
||||
foreach (var connectionInstance in _connections)
|
||||
{
|
||||
_game.AddPlayerToGame(connectionInstance);
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(targetState), targetState, null);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleDisconnect(string socketId)
|
||||
{
|
||||
RemoveConnection(socketId);
|
||||
_game?.RemovePlayer(socketId);
|
||||
Connections.Remove(connection);
|
||||
RoomType.OnDisconnect(connection);
|
||||
if (IsEmpty())
|
||||
{
|
||||
_roomManager.RemoveRoom(_roomId);
|
||||
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);
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
namespace MauMau_Server.Websockets;
|
||||
namespace MauMau_Server.Room;
|
||||
|
||||
public class RoomManager : IRoomManager
|
||||
{
|
||||
|
||||
20
Room/RoomMessage.cs
Normal file
20
Room/RoomMessage.cs
Normal 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
38
Room/RoomType.cs
Normal 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);
|
||||
}
|
||||
@@ -1,17 +1,32 @@
|
||||
using System.Net.WebSockets;
|
||||
using System.Text;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
namespace MauMau_Server.Websockets;
|
||||
|
||||
public class ConnectionInstance
|
||||
{
|
||||
public Guid Id { get; set; }
|
||||
public string Name { get; set; }
|
||||
public string ConnectionId { get; set; }
|
||||
[JsonIgnore]
|
||||
public WebSocket Socket { get; set; }
|
||||
|
||||
public ConnectionInstance(string name, string connectionId, WebSocket socket)
|
||||
public ConnectionInstance(string name, Guid id, WebSocket socket)
|
||||
{
|
||||
Name = name;
|
||||
ConnectionId = connectionId;
|
||||
Id = id;
|
||||
Socket = socket;
|
||||
}
|
||||
|
||||
/**
|
||||
* <summary>
|
||||
* Sends a message to the client. This method is asynchronous and formats the message to be ready to be sent.
|
||||
* </summary>
|
||||
*/
|
||||
public void SendMessageAsync(string message)
|
||||
{
|
||||
var bytes = Encoding.Default.GetBytes(message);
|
||||
var arraySegment = new ArraySegment<byte>(bytes);
|
||||
Socket.SendAsync(arraySegment, WebSocketMessageType.Text, true, CancellationToken.None);
|
||||
}
|
||||
}
|
||||
@@ -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];
|
||||
@@ -31,6 +16,9 @@ public static class WebsocketManager
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user