184 lines
5.5 KiB
C#
184 lines
5.5 KiB
C#
using System.Net.WebSockets;
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using System.Text.Json;
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using System.Text.RegularExpressions;
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using MauMau_Server.Mau;
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namespace MauMau_Server.Websockets;
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public class Room
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{
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private readonly IRoomManager _roomManager;
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private readonly string _roomId;
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private readonly List<ConnectionInstance> _connections = new();
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private ConnectionInstance? _host;
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private readonly Chat _chat;
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private Game? _game;
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private RoomState _state = RoomState.LOBBY;
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public Room(IRoomManager roomManager, string roomId)
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{
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_roomManager = roomManager;
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_chat = new Chat(this);
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_roomId = roomId;
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}
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public async Task InstantiateConnection(WebSocket socket, string name)
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{
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var connection = AddConnection(socket, name);
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_game?.AddPlayerToGame(connection);
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await HandleConnection(connection);
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}
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private async Task HandleConnection(ConnectionInstance connection)
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{
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BroadcastState();
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var webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
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while (!webSocketResponse.Result!.CloseStatus.HasValue)
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{
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var message = JsonSerializer.Deserialize<MessageDTO>(webSocketResponse.SlicedBuffer);
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switch (message.Type)
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{
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case "GAME":
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{
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if (_state != RoomState.GAME) break;
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var gameInput = JsonSerializer.Deserialize<ActionDTO>(message.Payload);
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_game.HandleAction(connection.ConnectionId, gameInput);
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break;
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}
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case "CHAT":
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{
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var cleanedMessage = StripHTML(message.Payload);
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if (string.IsNullOrWhiteSpace(cleanedMessage))
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{
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cleanedMessage = "Mau!";
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};
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_chat.SendChatMessage(connection, cleanedMessage);
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break;
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}
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case "LOBBY":
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{
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if (connection.ConnectionId == _host?.ConnectionId)
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{
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ChangeLobbyState(RoomState.GAME);
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}
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break;
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}
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}
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BroadcastState();
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webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
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}
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WebsocketManager.CloseAsync(connection.Socket, webSocketResponse.Result);
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HandleDisconnect(connection.ConnectionId);
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}
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private ConnectionInstance AddConnection(WebSocket socket, string name)
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{
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var connectionId = Guid.NewGuid().ToString();
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var connection = new ConnectionInstance(name, connectionId, socket);
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if (IsEmpty()) _host = connection;
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_connections.Add(connection);
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return connection;
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}
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private void RemoveConnection(string socketId)
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{
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_connections.RemoveAll(connection => connection.ConnectionId == socketId);
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}
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private void BroadcastGameState()
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{
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if (_game == null)
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{
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return;
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}
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foreach (var connection in _connections)
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{
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var gameState = new GameState(_game, connection.ConnectionId);
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var message = new MessageDTO("GAME", JsonSerializer.Serialize(gameState));
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WebsocketManager.SendAsync(connection.Socket, JsonSerializer.Serialize(message));
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}
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}
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private void BroadcastState()
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{
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switch (_state)
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{
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case RoomState.LOBBY:
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var message = new MessageDTO("LOBBY", JsonSerializer.Serialize("a"));
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WebsocketManager.BroadcastAsync(GetWebsockets(), JsonSerializer.Serialize(message));
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break;
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case RoomState.GAME:
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BroadcastGameState();
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break;
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default:
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//
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break;
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}
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}
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private void ChangeLobbyState(RoomState targetState)
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{
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switch (targetState)
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{
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case RoomState.LOBBY:
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_state = RoomState.LOBBY;
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_game = null;
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break;
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case RoomState.GAME:
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{
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_state = RoomState.GAME;
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_game = new Game(this);
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foreach (var connectionInstance in _connections)
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{
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_game.AddPlayerToGame(connectionInstance);
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}
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break;
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}
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default:
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throw new ArgumentOutOfRangeException(nameof(targetState), targetState, null);
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}
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}
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private void HandleDisconnect(string socketId)
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{
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RemoveConnection(socketId);
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_game?.RemovePlayer(socketId);
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if (IsEmpty())
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{
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_roomManager.RemoveRoom(_roomId);
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}
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else if (socketId == _host.ConnectionId)
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{
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_host = _connections.First();
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}
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}
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public List<WebSocket> GetWebsockets()
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{
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return _connections.Select(connection => connection.Socket).ToList();
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}
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public bool IsEmpty()
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{
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return _connections.Count == 0;
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}
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private static string StripHTML(string input)
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{
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return Regex.Replace(input, "<.*?>", string.Empty);
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}
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public void EndGame(Player player)
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{
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var message = new MessageDTO("END", JsonSerializer.Serialize(new PlayerDTO(player)));
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WebsocketManager.BroadcastAsync(GetWebsockets(), JsonSerializer.Serialize(message));
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ChangeLobbyState(RoomState.LOBBY);
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}
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}
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public enum RoomState
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{
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LOBBY,
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GAME
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} |