developmaunt #3

Merged
DTieman merged 5 commits from developmaunt into mauster 2024-05-25 21:43:51 +00:00
20 changed files with 213 additions and 212 deletions
Showing only changes of commit 90c9b0031c - Show all commits

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

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@@ -4,6 +4,7 @@ public class Deck
{ {
private List<Card> _unusedDeck = new(); private List<Card> _unusedDeck = new();
private List<Card> _usedDeck = new(); private List<Card> _usedDeck = new();
public Card CurrentCard;
/** /**
* <summary> * <summary>
@@ -14,6 +15,8 @@ public class Deck
{ {
CreateSet(); CreateSet();
ShuffleDeck(); ShuffleDeck();
CurrentCard = DrawCard();
_usedDeck.Add(CurrentCard);
} }
/** /**

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@@ -2,6 +2,7 @@
using MauMau_Server.Mau.Managers; using MauMau_Server.Mau.Managers;
using MauMau_Server.Websockets; using MauMau_Server.Websockets;
using MauMau_Server.Room; using MauMau_Server.Room;
using MauMau_Server.Room.Messages;
using Newtonsoft.Json; using Newtonsoft.Json;
namespace MauMau_Server.Mau; namespace MauMau_Server.Mau;
@@ -9,51 +10,55 @@ namespace MauMau_Server.Mau;
public class Game : RoomType public class Game : RoomType
{ {
private readonly Deck _deck = new(); private readonly Deck _deck = new();
public Card CurrentCard;
private readonly TurnManager _turnManager = new(); private readonly TurnManager _turnManager = new();
public Game(Room.Room room, IEnumerable<ConnectionInstance> connections) : base(room) public Game(Room.Room room, IEnumerable<ConnectionInstance> connections) : base(room)
{ {
CurrentCard = _deck.DrawCard(); // Convert all the connections to players
_deck.AddCardToUsedDeck(CurrentCard);
List<Player> players = new(); List<Player> players = new();
foreach (var player in connections.Select(connection => new Player(connection))) foreach (var player in connections.Select(connection => new Player(connection)))
{ {
// Give the new player a hand of cards
var initialHand = _deck.DrawCards(8); var initialHand = _deck.DrawCards(8);
player.GiveCards(initialHand); player.GiveCards(initialHand);
players.Add(player); players.Add(player);
} }
// Add all the players to the turn manager
_turnManager.Initialize(players); _turnManager.Initialize(players);
// Broadcast new game state
SendGameState();
} }
/** /**
* <inheritdoc cref="RoomType.OnMessage"/> * <inheritdoc cref="RoomType.OnMessage"/>
*/ */
public override void OnMessage(ConnectionInstance sender, string message) public override void OnMessage(ConnectionInstance sender, RoomMessage<string> message)
{ {
// If the message type is not a game message, ignore the message
if (message.Type is not ("CHOOSE" or "DRAW" or "PLAY"))
{
return;
}
// Get the player that sent the message // Get the player that sent the message
var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(sender.Id)); 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 the player is not the player that is currently playing, ignore the message
if (_turnManager.CurrentPlayer != player) return; if (_turnManager.CurrentPlayer != player) return;
// Deserialize the message
var gameMessage = JsonConvert.DeserializeObject<GameMessage>(message);
// Based on the message intent, handle the message // Based on the message intent, handle the message
switch (gameMessage.Intent) switch (message.Type)
{ {
case GameIntent.CHOOSE: case "CHOOSE":
Choose(player, gameMessage.Data); Choose(player, message.Data);
break;
case "PLAY":
Play(player, message.Data);
break; break;
case GameIntent.DRAW:
default: default:
Draw(player, gameMessage.Data); Draw(player);
break;
case GameIntent.PLAY:
Play(player, gameMessage.Data);
break; break;
} }
} }
@@ -63,10 +68,18 @@ public class Game : RoomType
*/ */
public override void OnConnect(ConnectionInstance connection) public override void OnConnect(ConnectionInstance connection)
{ {
// Broadcast that a player joined
var joinMessage = new JoinMessage(connection.Id, connection.Name + " has joined the room.");
_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 player = new Player(connection);
var initialHand = _deck.DrawCards(8); var initialHand = _deck.DrawCards(8);
player.GiveCards(initialHand); player.GiveCards(initialHand);
_turnManager.Players.Add(player); _turnManager.Players.Add(player);
// Broadcast new game state
SendGameState();
} }
/** /**
@@ -74,16 +87,29 @@ public class Game : RoomType
*/ */
public override void OnDisconnect(ConnectionInstance connection) public override void OnDisconnect(ConnectionInstance connection)
{ {
// Broadcast that the player left
var leaveMessage = new LeaveMessage(connection.Id, connection.Name + " has left the room.");
_room.BroadCast(new RoomMessage<LeaveMessage>("LEAVE", leaveMessage));
// Get the player that left
var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(connection.Id)); var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(connection.Id));
if (player is null) return; if (player is null) return;
// Add the player's hand to the used deck
var playerHand = player.Hand; var playerHand = player.Hand;
_deck.AddCardsToUsedDeck(playerHand); _deck.AddCardsToUsedDeck(playerHand);
// Change the turn if the player that left was the current player
if (player == _turnManager.CurrentPlayer) if (player == _turnManager.CurrentPlayer)
{ {
_turnManager.ChangeTurn(); _turnManager.ChangeTurn();
} }
// Remove the player from the game
_turnManager.Players.Remove(player); _turnManager.Players.Remove(player);
// Broadcast new game state
SendGameState();
} }
/** /**
@@ -102,10 +128,10 @@ public class Game : RoomType
} }
// Does the current card require the next player to draw cards? // Does the current card require the next player to draw cards?
var isCardGivingCard = CurrentCard.CardType == CardType.JOKER || CurrentCard.CardValue == CardValue.TWO; var isCardGivingCard = _deck.CurrentCard.CardType == CardType.JOKER || _deck.CurrentCard.CardValue == CardValue.TWO;
// Can the player that received a card giving card counter the card? // Can the player that received a card giving card counter the card?
var skippedPlayerCanPlay = player.CanPlayCard(CurrentCard); var skippedPlayerCanPlay = player.CanPlayCard(_deck.CurrentCard);
// If the card is a card giving card and the player cannot counter it, skip the next player // If the card is a card giving card and the player cannot counter it, skip the next player
var shouldSkipPlayer = isCardGivingCard && !skippedPlayerCanPlay; var shouldSkipPlayer = isCardGivingCard && !skippedPlayerCanPlay;
@@ -113,12 +139,15 @@ public class Game : RoomType
? _turnManager.GetNextPlayer(2) ? _turnManager.GetNextPlayer(2)
: _turnManager.GetNextPlayer(); : _turnManager.GetNextPlayer();
// TODO: Not make it a jack, as it would not work when a Joker is played // TODO: Not make it a jack, as it would not work when a Joker was played
// Set the new current card // Set the new current card
CurrentCard = new Card(cardType, CardValue.JACK); _deck.CurrentCard = new Card(cardType, CardValue.JACK);
// Change the turns // Change the turns
_turnManager.ChangeTurn(nextPlayer); _turnManager.ChangeTurn(nextPlayer);
// Broadcast new game state
SendGameState();
} }
/** /**
@@ -132,21 +161,22 @@ public class Game : RoomType
* <param name="player">The player that drew a card</param> * <param name="player">The player that drew a card</param>
* <param name="data">A string that can be serialized to a drawcard instance</param> * <param name="data">A string that can be serialized to a drawcard instance</param>
*/ */
private void Draw(Player player, string data) private void Draw(Player player)
{ {
// TODO: data will contain the amount of cards to draw in the future, for now, just draw 1 card
// Draw a card from the deck // Draw a card from the deck
var drawnCard = _deck.DrawCard(); var drawnCard = _deck.DrawCard();
// Give the card to the player // Give the card to the player
player.GiveCard(drawnCard); player.GiveCard(drawnCard);
// If the player can play the card, do not change the player // Change the player if the drawn card cannot be played
if (drawnCard.CanBePlayedOn(CurrentCard)) return; if (!drawnCard.CanBePlayedOn(_deck.CurrentCard))
{
_turnManager.ChangeTurn();
}
// Change the turn to the next player // Broadcast new game state
_turnManager.ChangeTurn(); SendGameState();
} }
/** /**
@@ -181,7 +211,7 @@ public class Game : RoomType
// Check if the played card is compatible with the current card // Check if the played card is compatible with the current card
// If not, ignore the play // If not, ignore the play
if (!playerCard.CanBePlayedOn(CurrentCard)) if (!playerCard.CanBePlayedOn(_deck.CurrentCard))
{ {
return; return;
} }
@@ -193,7 +223,7 @@ public class Game : RoomType
_deck.AddCardToUsedDeck(playerCard); _deck.AddCardToUsedDeck(playerCard);
// Set the new current card // Set the new current card
CurrentCard = playerCard; _deck.CurrentCard = playerCard;
if (player.Hand.Count == 0) if (player.Hand.Count == 0)
{ {
@@ -201,9 +231,19 @@ public class Game : RoomType
return; return;
} }
// Change the turn based on the played card
HandleNextPlayer(playerCard); HandleNextPlayer(playerCard);
// Broadcast new game state
SendGameState();
} }
/**
* <summary>
* Based on the played card, change the turn to the next player.
* </summary>
* <param name="card">The card that was played</param>
*/
private void HandleNextPlayer(Card card) private void HandleNextPlayer(Card card)
{ {
switch (card.CardValue) switch (card.CardValue)
@@ -250,13 +290,31 @@ public class Game : RoomType
} }
} }
private void EndGame(Player winner) /**
* <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()
{ {
_room._roomType = new Lobby(_room, winner.Connection); foreach (var player in _turnManager.Players)
{
var gameState = new GameState(player, _deck.CurrentCard, _turnManager.CurrentPlayer, _turnManager.Players);
player.Connection.SendMessageAsync(JsonConvert.SerializeObject(new RoomMessage<GameState>("GAME", gameState)));
}
} }
public Player? GetPlayer(string playerId) /**
* <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 _turnManager.Players.FirstOrDefault(p => p.IsMe(playerId)); var winMessage = new EndMessage(winner.Connection.Id, winner.Connection.Name);
_room.BroadCast(new RoomMessage<EndMessage>("END", winMessage));
_room.RoomType = new Lobby(_room);
} }
} }

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@@ -1,6 +0,0 @@
namespace MauMau_Server.Mau.GameMessages;
public class ChooseCard
{
}

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@@ -1,14 +0,0 @@
namespace MauMau_Server.Mau.GameMessages;
public class GameMessage
{
public GameIntent Intent { get; set; }
public string Data { get; set; }
}
public enum GameIntent
{
CHOOSE,
DRAW,
PLAY,
}

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@@ -3,29 +3,28 @@
public class GameState public class GameState
{ {
public PlayerDTO Me { get; set; } public PlayerDTO Me { get; set; }
public string CurrentState { get; set; } public string MyState { get; set; }
public List<string> Hand { get; set; } = new(); public List<string> Hand { get; set; } = new();
public string CurrentCard { get; set; } public string CurrentCard { get; set; }
public PlayerDTO CurrentPlayer { get; set; } public PlayerDTO CurrentPlayer { get; set; }
public List<PlayerDTO> Players { get; set; } = new(); public List<PlayerDTO> Players { get; set; } = new();
public GameState(Game game, string playerId) public GameState(Player me, Card currentCard, Player currentPlayer, List<Player> others)
{ {
var p = game.GetPlayer(playerId); Me = new PlayerDTO(me);
Me = new PlayerDTO(game.GetPlayer(playerId)); MyState = me.State.ToString();
CurrentState = p.State.ToString(); foreach (var card in me.Hand)
foreach (var card in p.Hand)
{ {
Hand.Add(card.ToString()); Hand.Add(card.ToString());
} }
foreach (var player in game.Players) foreach (var player in others)
{ {
Players.Add(new PlayerDTO(player)); Players.Add(new PlayerDTO(player));
} }
CurrentCard = game.CurrentCard.ToString(); CurrentCard = currentCard.ToString();
CurrentPlayer = new PlayerDTO(game.CurrentPlayer); CurrentPlayer = new PlayerDTO(currentPlayer);
} }
} }
@@ -38,7 +37,7 @@ public class PlayerDTO
public PlayerDTO(Player player) public PlayerDTO(Player player)
{ {
Name = player.Connection.Name; Name = player.Connection.Name;
Id = player.Connection.Id; Id = player.Connection.Id.ToString();
CardsLeft = player.Hand.Count; CardsLeft = player.Hand.Count;
} }
} }

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@@ -28,7 +28,7 @@ public class Player
return Hand.FirstOrDefault(handCard => handCard.IsSameCard(card)); return Hand.FirstOrDefault(handCard => handCard.IsSameCard(card));
} }
public bool IsMe(string playerId) => Connection.Id == playerId; public bool IsMe(Guid playerId) => Connection.Id == playerId;
public bool CanPlayCard(Card currentCard) public bool CanPlayCard(Card currentCard)
{ {

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@@ -1,33 +0,0 @@
using System.Text.Json;
using MauMau_Server.Websockets;
namespace MauMau_Server.Room.Chat;
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;
}
}

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@@ -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()
{
}
}

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@@ -1,39 +1,33 @@
using MauMau_Server.Mau; using MauMau_Server.Mau;
using MauMau_Server.Room.Messages;
using MauMau_Server.Websockets; using MauMau_Server.Websockets;
namespace MauMau_Server.Room; namespace MauMau_Server.Room;
public class Lobby : RoomType public class Lobby : RoomType
{ {
private readonly Room _room; public Lobby(Room room) : base(room)
public Lobby(Room room)
{ {
_room = room;
} }
public Lobby(Room room, ConnectionInstance connection) public override void OnMessage(ConnectionInstance sender, RoomMessage<string> message)
{
_room = room;
Console.WriteLine(connection.Name + " won the game!");
}
public void OnMessage(ConnectionInstance sender, string message)
{ {
// TODO: Add a way to change game settings // TODO: Add a way to change game settings
if (sender == _room._host) if (message.Type == "LOBBY" && sender == _room.Host)
{ {
_room._roomType = new Game(_room, _room.Connections); _room.RoomType = new Game(_room, _room.Connections);
} }
} }
public void OnConnect(ConnectionInstance connection) public override void OnConnect(ConnectionInstance connection)
{ {
var roomMessage = new RoomMessage("LOBBY", MessageType.INFO, _room.Connections, connection.Name + " joined!"); var joinMessage = new JoinMessage(connection.Id, connection.Name + " has joined the room.");
_room.BroadCast(new RoomMessage<JoinMessage>("JOIN", joinMessage));
} }
public void OnDisconnect(ConnectionInstance connection) public override void OnDisconnect(ConnectionInstance connection)
{ {
throw new NotImplementedException(); var leaveMessage = new LeaveMessage(connection.Id, connection.Name + " has left the room.");
_room.BroadCast(new RoomMessage<LeaveMessage>("LEAVE", leaveMessage));
} }
} }

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@@ -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;
}
}

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@@ -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;
}
}

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@@ -0,0 +1,21 @@
namespace MauMau_Server.Room.Messages;
public class JoinMessage
{
public Guid Id { get; set; }
public string ChatMessage { get; set; }
public string? Data { get; set; }
public JoinMessage(Guid id, string chatMessage, string data)
{
Id = id;
ChatMessage = chatMessage;
Data = data;
}
public JoinMessage(Guid id, string chatMessage)
{
Id = id;
ChatMessage = chatMessage;
}
}

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@@ -0,0 +1,13 @@
namespace MauMau_Server.Room.Messages;
public class LeaveMessage
{
public Guid Id { get; set; }
public string ChatMessage { get; set; }
public LeaveMessage(Guid id, string chatMessage)
{
Id = id;
ChatMessage = chatMessage;
}
}

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@@ -1,6 +1,7 @@
using System.Net.WebSockets; using System.Net.WebSockets;
using System.Text.Json; using System.Text.Json;
using System.Text.RegularExpressions; using System.Text.RegularExpressions;
using MauMau_Server.Room.Messages;
using MauMau_Server.Websockets; using MauMau_Server.Websockets;
namespace MauMau_Server.Room; namespace MauMau_Server.Room;
@@ -10,22 +11,24 @@ public class Room
private readonly IRoomManager _roomManager; private readonly IRoomManager _roomManager;
private readonly string _roomId; private readonly string _roomId;
public readonly List<ConnectionInstance> Connections = new(); public readonly List<ConnectionInstance> Connections = new();
public ConnectionInstance? _host; public ConnectionInstance? Host;
private readonly Chat.Chat _chat; public RoomType RoomType;
public RoomType _roomType;
public Room(IRoomManager roomManager, string roomId) public Room(IRoomManager roomManager, string roomId)
{ {
_roomManager = roomManager; _roomManager = roomManager;
_chat = new Chat.Chat(this); RoomType = new Lobby(this);
_roomType = new Lobby(this);
_roomId = roomId; _roomId = roomId;
} }
public async Task InstantiateConnection(WebSocket socket, string name) public async Task InstantiateConnection(WebSocket socket, string name)
{ {
var connection = AddConnection(socket, name); var connectionId = Guid.NewGuid();
_roomType.OnConnect(connection); var connection = new ConnectionInstance(name, connectionId, socket);
if (IsEmpty()) Host = connection;
Connections.Add(connection);
RoomType.OnConnect(connection);
await HandleConnection(connection); await HandleConnection(connection);
} }
@@ -34,16 +37,17 @@ public class Room
var webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket); var webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
while (!webSocketResponse.Result!.CloseStatus.HasValue) while (!webSocketResponse.Result!.CloseStatus.HasValue)
{ {
var message = JsonSerializer.Deserialize<MessageDTO>(webSocketResponse.SlicedBuffer); var message = JsonSerializer.Deserialize<RoomMessage<string>>(webSocketResponse.SlicedBuffer);
if (message.Type == "CHAT") if (message.Type == "CHAT")
{ {
var cleanedMessage = StripHTML(message.Payload); var cleanedMessage = StripHTML(message.Data);
if (string.IsNullOrWhiteSpace(cleanedMessage)) cleanedMessage = "Mau!"; if (string.IsNullOrWhiteSpace(cleanedMessage)) cleanedMessage = "Mau!";
_chat.SendChatMessage(connection, cleanedMessage); var chatMessage = new ChatMessage(connection.Name, cleanedMessage);
BroadCast(new RoomMessage<ChatMessage>("CHAT", chatMessage));
} }
else else
{ {
_roomType.OnMessage(connection, message.Payload); RoomType.OnMessage(connection, message);
} }
webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket); webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
@@ -52,30 +56,23 @@ public class Room
HandleDisconnect(connection); HandleDisconnect(connection);
} }
private ConnectionInstance AddConnection(WebSocket socket, string name)
{
var connectionId = Guid.NewGuid().ToString();
var connection = new ConnectionInstance(name, connectionId, socket);
if (IsEmpty()) _host = connection;
Connections.Add(connection);
return connection;
}
private void HandleDisconnect(ConnectionInstance connection) private void HandleDisconnect(ConnectionInstance connection)
{ {
Connections.Remove(connection); Connections.Remove(connection);
_roomType.OnDisconnect(connection); RoomType.OnDisconnect(connection);
if (IsEmpty()) if (IsEmpty())
{ {
_roomManager.RemoveRoom(_roomId); _roomManager.RemoveRoom(_roomId);
return;
} }
else if (connection == _host)
if (connection == Host)
{ {
_host = Connections.First(); Host = Connections.First();
} }
} }
public void BroadCast(RoomMessage message) public void BroadCast<T>(RoomMessage<T> message)
{ {
foreach (var connection in Connections) foreach (var connection in Connections)
{ {
@@ -83,11 +80,6 @@ public class Room
} }
} }
public List<WebSocket> GetWebsockets()
{
return Connections.Select(connection => connection.Socket).ToList();
}
public bool IsEmpty() public bool IsEmpty()
{ {
return Connections.Count == 0; return Connections.Count == 0;

View File

@@ -1,39 +1,20 @@
using MauMau_Server.Websockets; using Newtonsoft.Json;
namespace MauMau_Server.Room; namespace MauMau_Server.Room;
public class RoomMessage public class RoomMessage<T>
{ {
public string CurrentRoomType; public string Type { get; set; }
public string? MessageType; public string Data { get; set; }
public List<string> JoinedPlayers;
public string? Message;
public RoomMessage(string currentRoomType, IEnumerable<ConnectionInstance> joinedPlayers, string? message) public RoomMessage(string type, T data)
{ {
CurrentRoomType = currentRoomType; Type = type;
JoinedPlayers = GetNamesFromConnections(joinedPlayers); Data = JsonConvert.SerializeObject(data);
Message = message;
} }
public RoomMessage(string currentRoomType, MessageType messageType, IEnumerable<ConnectionInstance> joinedPlayers, string? message) public RoomMessage()
{ {
CurrentRoomType = currentRoomType;
MessageType = messageType.ToString();
JoinedPlayers = GetNamesFromConnections(joinedPlayers);
Message = message;
}
private static List<string> GetNamesFromConnections(IEnumerable<ConnectionInstance> connections)
{
return connections.Select(player => player.Name).ToList();
} }
} }
public enum MessageType
{
INFO,
SUCCES,
WARNING,
ERROR
}

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@@ -18,7 +18,7 @@ public abstract class RoomType
* <param name="sender">The ConnectionInstance that sent the message</param> * <param name="sender">The ConnectionInstance that sent the message</param>
* <param name="message">The message received</param> * <param name="message">The message received</param>
*/ */
public abstract void OnMessage(ConnectionInstance sender, string message); public abstract void OnMessage(ConnectionInstance sender, RoomMessage<string> message);
/** /**
* <summary> * <summary>

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@@ -5,11 +5,11 @@ namespace MauMau_Server.Websockets;
public class ConnectionInstance public class ConnectionInstance
{ {
public Guid Id { get; set; }
public string Name { get; set; } public string Name { get; set; }
public string Id { get; set; }
public WebSocket Socket { get; set; } public WebSocket Socket { get; set; }
public ConnectionInstance(string name, string id, WebSocket socket) public ConnectionInstance(string name, Guid id, WebSocket socket)
{ {
Name = name; Name = name;
Id = id; Id = id;

View File

@@ -5,21 +5,6 @@ namespace MauMau_Server.Websockets;
public static class WebsocketManager public static class WebsocketManager
{ {
public static void SendAsync(WebSocket socket, string message)
{
var bytes = Encoding.Default.GetBytes(message);
var arraySegment = new ArraySegment<byte>(bytes);
socket.SendAsync(arraySegment, WebSocketMessageType.Text, true, CancellationToken.None);
}
public static void BroadcastAsync(List<WebSocket> sockets, string message)
{
foreach (var socket in sockets)
{
SendAsync(socket, message);
}
}
public static async Task<WebSocketResponse> ReceiveAsync(WebSocket webSocket) public static async Task<WebSocketResponse> ReceiveAsync(WebSocket webSocket)
{ {
var buffer = new byte[4096]; var buffer = new byte[4096];