Split tasks and implemented an ID

This commit is contained in:
Brychan Dempsey 2021-10-17 12:46:12 +13:00
parent f0c7980e9f
commit c8ac4ef579
2 changed files with 160 additions and 92 deletions

View File

@ -24,28 +24,39 @@ namespace RBG_Server
/// Image data is stored in memory in a dictionary collection. Each byte[] represents an image file, compressed according to its file type;
/// which helps save space in memory. Uses a CachedByteArray; essentially a normal byte array but automatically stored on disk if it is larger
/// than a set size.
/// This limit can be changed at any time
/// This limit can be changed at any time, if memory is required to be freed
/// </summary>
public ConcurrentDictionary<string, CachedByteArray> ImageCollection { get; } = new();
public List<Player> Players { get; } = new List<Player>();
public List<string> ImageList { get; } = new();
public string BoardName { get; set; }
public IPAddress IpAddress { get; set; }
public short Port { get; set; }
private TcpClient stateRetriever { get; set; }
private TcpClient dataRetriever { get; set; }
public int ColumnCount { get;private set; }
public int RowCount { get;private set; }
public int ColumnZoomStart { get;private set; }
public int RowZoomStart { get;private set; }
public int ColumnZoomSpan { get;private set; }
public int RowZoomSpan { get;private set; }
public int StartingColumn { get;private set; }
public int StartingRow { get;private set; }
public void InitialiseServer()
@ -73,13 +84,11 @@ namespace RBG_Server
AcceptConnections(client);
});
}
// At this point, the ImageCollection will have already been initialised.
// The name of the board will also be set to <boardname>{0}.<extension>.
// Server logic, such as accepting players and maintaining communication goes in here
}
private void AcceptConnections(TcpClient client)
{
// Handle actual connections here
throw new NotImplementedException();
}
@ -88,6 +97,126 @@ namespace RBG_Server
// At this point, no details about the game are loaded; we must load them from the server (to which we have already connected [no data should have been sent]).
NetworkStream stateStream = stateRetriever.GetStream();
Task stateLoader = new Task(async () =>
{
});
NetworkStream dataStream = dataRetriever.GetStream();
Task dataLoader = new Task(async () =>
{
// At this point, the minimal amount of work required by the data thread has been done (load all thumbs)
// When an asset is needed from here, queue a load
});
// start the tasks; they should have
dataLoader.Start();
stateLoader.Start();
byte[] buffer = new byte[] {0,0,0,1,1};
// Writing to the stream is to be considered near constant-time, but reading is non-constant.
// This application model must be synchronous, but we execute other commands before expecting our response to have arrived (it can complete at any time in that period)
stateStream.Write(buffer, 0, buffer.Length);
buffer[0] = 1;
buffer[3] = 0;
dataStream.Write(buffer, 0, buffer.Length);
// A details request is [<uint32, length>, <byte command>]
// The response is about the same format:
var stateResponse = GetResponse(stateStream, 4);
var dataResponse = GetResponse(dataStream, 4);
// First, load the board state (low mip-map, row definitions, column definitions, zoom position etc.)
// Retrieval command for the board
// Then load the player list, and use the low mip for their sprites
// Then check each loaded image and load the med, then large, then full sprite
// Then load the low of each unused image (for quick retrieval)
}
struct ProgressData
{
/// <summary>
/// Current activity being processed
/// </summary>
public enum Activity
{
Idle,
MessageSent,
MessageReceived,
ProcessingMessage,
MessageProcessed,
CollectionRecieved,
// ----- Image stuffs
ImageDownloaded,
// ----- Gameplay stuffs
Finished,
}
public Activity CurrentActivity;
public int Progress;
}
/// <summary>
/// Initialises data loader
/// </summary>
/// <param name="dataStream"></param>
/// <param name="progressUpdates"></param>
/// <returns></returns>
private async Task InitDataLoader(NetworkStream dataStream, IProgress<ProgressData> progressUpdates)
{
byte[] buffer = new byte[] { 2, 0, 0, 0, 128, 0 }; // Get image collection names
dataStream.Write(buffer, 0, buffer.Length);
// Notify Data was sent
progressUpdates.Report(new ProgressData()
{
CurrentActivity = ProgressData.Activity.MessageSent,
Progress = 0,
});
var dataResponse = await GetResponse(dataStream, 4);
// Notify Data was recieved
progressUpdates.Report(new ProgressData()
{
CurrentActivity = ProgressData.Activity.MessageReceived,
Progress = 1,
});
dataResponse = await GetResponse(dataStream, GetInt32(dataResponse));
List<byte> data = new List<byte>();
int start = 0;
while (start < dataResponse.Length)
{
int pos = start;
while (dataResponse[pos++] != 0) ;
ImageList.Add(Encoding.UTF8.GetString(dataResponse[start..pos]));
start = pos;
}
// Load all low-resolution images
for (int i = 0; i < ImageList.Count; i++)
{
string item = ImageList[i];
byte[] strBytes = Encoding.ASCII.GetBytes(item);
buffer = new byte[strBytes.Length + 6];
byte[] lenBytes = GetBytes(strBytes.Length + 6);
lenBytes.CopyTo(buffer, 0);
buffer[4] = 129; // Download image
buffer[5] = 0; // mip_low
strBytes.CopyTo(buffer, 6);
dataStream.Write(buffer, 0, buffer.Length);
// Read the length, then the data
dataResponse = await GetResponse(dataStream);
dataResponse = await GetResponse(dataStream, GetInt32(dataResponse));
ImageCollection.TryAdd(item + "_mip_low", (CachedByteArray)dataResponse);
progressUpdates.Report(new ProgressData()
{
CurrentActivity = ProgressData.Activity.MessageReceived,
Progress = i,
});
}
}
private async Task InitGameLoader(NetworkStream stateStream, IProgress<ProgressData> progressUpdates)
{
// Get game board details
byte[] buffer = new byte[] { 1, 0, 0, 0, 1 };
@ -120,6 +249,7 @@ namespace RBG_Server
int start = 0;
while (start < stateResponse.Length)
{
int pos = start + 4;
int responsePlayerID = GetInt32(stateResponse[start..pos]);
start = pos;
@ -138,68 +268,6 @@ namespace RBG_Server
Player player = new Player(responsePlayerName, responsePlayerSprite, playerRow, playerColumn);
Players.Add(player);
}
});
NetworkStream dataStream = dataRetriever.GetStream();
Task dataLoader = new Task(async () =>
{
byte[] buffer = new byte[] { 2, 0, 0, 0, 128, 0 }; // Get image collection names
dataStream.Write(buffer, 0, buffer.Length);
var dataResponse = await GetResponse(stateStream, 4);
dataResponse = await GetResponse(dataStream, GetInt32(dataResponse));
List<byte> data = new List<byte>();
int start = 0;
while (start < dataResponse.Length)
{
int pos = start;
while (dataResponse[pos++] != 0);
ImageList.Add(Encoding.UTF8.GetString(dataResponse[start..pos]));
start = pos;
}
// Load all low-resolution images
foreach (string item in ImageList)
{
byte[] strBytes = Encoding.ASCII.GetBytes(item);
buffer = new byte[strBytes.Length + 6];
byte[] lenBytes = GetBytes(strBytes.Length + 6);
lenBytes.CopyTo(buffer, 0);
buffer[4] = 129; // Download image
buffer[5] = 0; // mip_low
strBytes.CopyTo(buffer, 6);
dataStream.Write(buffer, 0, buffer.Length);
// Read the length, then the data
dataResponse = await GetResponse(dataStream);
dataResponse = await GetResponse(dataStream, GetInt32(dataResponse));
ImageCollection.TryAdd(item + "_mip_low", (CachedByteArray)dataResponse);
}
// At this point, the minimal amount of work required by the data thread has been done (load all thumbs)
// When an asset is needed from here, queue a load
});
dataLoader.Start();
stateLoader.Start();
byte[] buffer = new byte[] {0,0,0,1,1};
// Writing to the stream is to be considered near constant-time, but reading is non-constant.
// This application model must be synchronous, but we execute other commands before expecting our response to have arrived (it can complete at any time in that period)
stateStream.Write(buffer, 0, buffer.Length);
buffer[0] = 1;
buffer[3] = 0;
dataStream.Write(buffer, 0, buffer.Length);
// A details request is [<uint32, length>, <byte command>]
// The response is about the same format:
var stateResponse = GetResponse(stateStream, 4);
var dataResponse = GetResponse(dataStream, 4);
// First, load the board state (low mip-map, row definitions, column definitions, zoom position etc.)
// Retrieval command for the board
// Then load the player list, and use the low mip for their sprites
// Then check each loaded image and load the med, then large, then full sprite
// Then load the low of each unused image (for quick retrieval)
}
/// <summary>

View File

@ -54,9 +54,10 @@ namespace RBG_Server
// public Image sprite; // Sprite is now set as the implementation of this class
public Player(string name, string sprite, int row, int column) : base() // Call the base constructor at the same time; inits a Grid()
public Player(string name, string sprite, byte[] identifier, int row, int column) : base() // Call the base constructor at the same time; inits a Grid()
{
PlayerName = name;
hashCode = identifier;
Sprite = sprite;
Row = row;
Column = column;
@ -71,20 +72,19 @@ namespace RBG_Server
public new bool Equals(object obj)
{
return (obj as Player).GetHashCode() == GetHashCode();
return (obj as Player).hashCode == hashCode;
}
private byte[] hashCode;
/// <summary>
/// TODO:
/// Replace this with something that is connection-agnostic
/// I.e. the combo of name, position, linked sprite etc. should
/// allow us to reconnect disconnected players
/// The simplest way to auth a PC is using the computer name.
/// We don't need the textual version; just using the hash-code of the PC name is fine
/// </summary>
/// <returns></returns>
public new int GetHashCode()
{
int res = (base.GetHashCode() + PlayerName.GetHashCode()) >> 8; // Right-shift the original hashcode by one byte & use our row & column
int rcByte = ((Row & 0xF) << 4) | (Column & 0xF);
return (rcByte << 24) | res;
return hashCode.GetHashCode();
}
}
}