[ADD] added timer start on next round message receive
This commit is contained in:
@@ -210,6 +210,17 @@ namespace Client
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default:
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Debug.WriteLine("[CLIENT] Received weird identifier: " + id);
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break;
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case JSONConvert.GAME:
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switch (JSONConvert.GetGameCommand(payload))
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{
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case JSONConvert.GameCommand.TIMER_ELAPSED:
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int lobbyElapsedID = JSONConvert.GetLobbyID(payload);
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//todo set next round
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break;
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}
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break;
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}
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SendMessage(JSONConvert.GetMessageToSend(JSONConvert.MESSAGE_RECEIVED,null));
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@@ -11,6 +11,7 @@ using System.Net.Sockets;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Timers;
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using static SharedClientServer.JSONConvert;
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namespace Server.Models
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@@ -23,6 +24,7 @@ namespace Server.Models
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private byte[] buffer = new byte[2048];
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private byte[] totalBuffer = new byte[2048];
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private int totalBufferReceived = 0;
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private Dictionary<System.Timers.Timer, int> lobbyTimers;
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public User User { get; set; }
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private ServerCommunication serverCom = ServerCommunication.INSTANCE;
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private Callback OnMessageReceivedOk;
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@@ -34,6 +36,7 @@ namespace Server.Models
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/// <param name="client">the TcpClient object to use</param>
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public ServerClient(TcpClient client)
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{
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lobbyTimers = new Dictionary<System.Timers.Timer, int>();
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Debug.WriteLine("[SERVERCLIENT] making new instance and starting");
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tcpClient = client;
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stream = tcpClient.GetStream();
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@@ -186,14 +189,35 @@ namespace Server.Models
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case JSONConvert.GAME:
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Debug.WriteLine("[SERVERCLIENT] Got a message about the game logic");
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string command = JSONConvert.GetGameCommand(payload);
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GameCommand command = JSONConvert.GetGameCommand(payload);
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switch (command)
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{
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case "startGame":
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case GameCommand.START_GAME:
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int lobbyID = JSONConvert.GetStartGameLobbyID(payload);
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serverCom.CloseALobby(lobbyID);
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//todo start a timer for this lobby
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Debug.WriteLine("[SERVERCLIENT] making timer for lobby " + lobbyID);
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System.Timers.Timer lobbyTimer = new System.Timers.Timer(60 * 1000);
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this.lobbyTimers.Add(lobbyTimer, lobbyID);
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lobbyTimer.Elapsed += LobbyTimer_Elapsed;
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lobbyTimer.Start();
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ServerCommunication.INSTANCE.sendToAll(JSONConvert.ConstructLobbyListMessage(ServerCommunication.INSTANCE.lobbies.ToArray()));
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break;
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case GameCommand.TIMER_ELAPSED:
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break;
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case GameCommand.NEXT_ROUND:
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// The next round has been started, so we can start the timer again
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lobbyID = JSONConvert.GetLobbyID(payload);
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foreach (System.Timers.Timer timer in lobbyTimers.Keys)
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{
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if (lobbyTimers[timer] == lobbyID)
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{
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timer.Start();
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break;
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}
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}
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break;
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}
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break;
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@@ -211,6 +235,17 @@ namespace Server.Models
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}
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}
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private void LobbyTimer_Elapsed(object sender, ElapsedEventArgs e)
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{
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System.Timers.Timer timer = sender as System.Timers.Timer;
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int lobbyID = lobbyTimers[timer];
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Debug.WriteLine("[SERVERCLIENT] timer elapsed for lobby " + lobbyID);
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serverCom.SendToLobby(lobbyID, JSONConvert.ConstructGameTimerElapsedMessage(lobbyID));
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timer.Stop();
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}
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private void handleLobbyMessage(byte[] payload, LobbyIdentifier l)
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{
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switch (l)
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@@ -150,6 +150,22 @@ namespace Server.Models
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}
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}
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public void SendToLobby(int lobbyID, byte[] message)
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{
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foreach (Lobby l in lobbies)
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{
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if (l.ID == lobbyID)
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{
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foreach (ServerClient sc in serverClientsInlobbies[l])
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{
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Debug.WriteLine("[SERVERCLIENT] Sending message to lobby");
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sc.sendMessage(message);
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}
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break;
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}
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}
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}
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public void SendCanvasDataToLobby(Lobby lobby, string username, byte[] message)
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{
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foreach (Lobby l in lobbies)
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@@ -35,6 +35,13 @@ namespace SharedClientServer
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REQUEST
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}
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public enum GameCommand
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{
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START_GAME,
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TIMER_ELAPSED,
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NEXT_ROUND
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}
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public static (string,string) GetUsernameAndMessage(byte[] json)
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{
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string msg = Encoding.UTF8.GetString(json);
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@@ -205,15 +212,24 @@ namespace SharedClientServer
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public static byte[] ConstructGameStartData(int lobbyID)
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{
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string startGame = "startGame";
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return GetMessageToSend(GAME, new
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{
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command = startGame,
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command = GameCommand.START_GAME,
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lobbyToStart = lobbyID
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}); ;
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}
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public static string GetGameCommand(byte[] payload)
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public static byte[] ConstructGameTimerElapsedMessage(int lobbyID)
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{
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return GetMessageToSend(GAME, new
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{
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command = GameCommand.TIMER_ELAPSED,
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id = lobbyID
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});
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}
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public static GameCommand GetGameCommand(byte[] payload)
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{
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dynamic json = JsonConvert.DeserializeObject(Encoding.UTF8.GetString(payload));
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return json.command;
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