Split tasks and implemented an ID
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@ -24,28 +24,39 @@ namespace RBG_Server
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/// Image data is stored in memory in a dictionary collection. Each byte[] represents an image file, compressed according to its file type;
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/// which helps save space in memory. Uses a CachedByteArray; essentially a normal byte array but automatically stored on disk if it is larger
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/// than a set size.
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/// This limit can be changed at any time
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/// This limit can be changed at any time, if memory is required to be freed
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/// </summary>
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public ConcurrentDictionary<string, CachedByteArray> ImageCollection { get; } = new();
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public List<Player> Players { get; } = new List<Player>();
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public List<string> ImageList { get; } = new();
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public string BoardName { get; set; }
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public IPAddress IpAddress { get; set; }
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public short Port { get; set; }
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private TcpClient stateRetriever { get; set; }
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private TcpClient dataRetriever { get; set; }
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public int ColumnCount { get;private set; }
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public int RowCount { get;private set; }
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public int ColumnZoomStart { get;private set; }
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public int RowZoomStart { get;private set; }
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public int ColumnZoomSpan { get;private set; }
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public int RowZoomSpan { get;private set; }
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public int StartingColumn { get;private set; }
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public int StartingRow { get;private set; }
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public void InitialiseServer()
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@ -73,13 +84,11 @@ namespace RBG_Server
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AcceptConnections(client);
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});
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}
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// At this point, the ImageCollection will have already been initialised.
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// The name of the board will also be set to <boardname>{0}.<extension>.
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// Server logic, such as accepting players and maintaining communication goes in here
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}
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private void AcceptConnections(TcpClient client)
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{
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// Handle actual connections here
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throw new NotImplementedException();
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}
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@ -88,6 +97,126 @@ namespace RBG_Server
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// 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]).
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NetworkStream stateStream = stateRetriever.GetStream();
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Task stateLoader = new Task(async () =>
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{
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});
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NetworkStream dataStream = dataRetriever.GetStream();
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Task dataLoader = new Task(async () =>
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{
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// At this point, the minimal amount of work required by the data thread has been done (load all thumbs)
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// When an asset is needed from here, queue a load
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});
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// start the tasks; they should have
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dataLoader.Start();
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stateLoader.Start();
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byte[] buffer = new byte[] {0,0,0,1,1};
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// Writing to the stream is to be considered near constant-time, but reading is non-constant.
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// 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)
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stateStream.Write(buffer, 0, buffer.Length);
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buffer[0] = 1;
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buffer[3] = 0;
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dataStream.Write(buffer, 0, buffer.Length);
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// A details request is [<uint32, length>, <byte command>]
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// The response is about the same format:
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var stateResponse = GetResponse(stateStream, 4);
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var dataResponse = GetResponse(dataStream, 4);
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// First, load the board state (low mip-map, row definitions, column definitions, zoom position etc.)
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// Retrieval command for the board
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// Then load the player list, and use the low mip for their sprites
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// Then check each loaded image and load the med, then large, then full sprite
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// Then load the low of each unused image (for quick retrieval)
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}
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struct ProgressData
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{
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/// <summary>
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/// Current activity being processed
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/// </summary>
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public enum Activity
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{
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Idle,
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MessageSent,
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MessageReceived,
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ProcessingMessage,
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MessageProcessed,
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CollectionRecieved,
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// ----- Image stuffs
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ImageDownloaded,
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// ----- Gameplay stuffs
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Finished,
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}
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public Activity CurrentActivity;
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public int Progress;
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}
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/// <summary>
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/// Initialises data loader
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/// </summary>
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/// <param name="dataStream"></param>
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/// <param name="progressUpdates"></param>
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/// <returns></returns>
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private async Task InitDataLoader(NetworkStream dataStream, IProgress<ProgressData> progressUpdates)
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{
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byte[] buffer = new byte[] { 2, 0, 0, 0, 128, 0 }; // Get image collection names
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dataStream.Write(buffer, 0, buffer.Length);
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// Notify Data was sent
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progressUpdates.Report(new ProgressData()
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{
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CurrentActivity = ProgressData.Activity.MessageSent,
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Progress = 0,
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});
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var dataResponse = await GetResponse(dataStream, 4);
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// Notify Data was recieved
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progressUpdates.Report(new ProgressData()
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{
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CurrentActivity = ProgressData.Activity.MessageReceived,
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Progress = 1,
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});
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dataResponse = await GetResponse(dataStream, GetInt32(dataResponse));
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List<byte> data = new List<byte>();
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int start = 0;
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while (start < dataResponse.Length)
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{
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int pos = start;
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while (dataResponse[pos++] != 0) ;
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ImageList.Add(Encoding.UTF8.GetString(dataResponse[start..pos]));
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start = pos;
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}
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// Load all low-resolution images
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for (int i = 0; i < ImageList.Count; i++)
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{
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string item = ImageList[i];
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byte[] strBytes = Encoding.ASCII.GetBytes(item);
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buffer = new byte[strBytes.Length + 6];
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byte[] lenBytes = GetBytes(strBytes.Length + 6);
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lenBytes.CopyTo(buffer, 0);
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buffer[4] = 129; // Download image
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buffer[5] = 0; // mip_low
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strBytes.CopyTo(buffer, 6);
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dataStream.Write(buffer, 0, buffer.Length);
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// Read the length, then the data
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dataResponse = await GetResponse(dataStream);
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dataResponse = await GetResponse(dataStream, GetInt32(dataResponse));
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ImageCollection.TryAdd(item + "_mip_low", (CachedByteArray)dataResponse);
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progressUpdates.Report(new ProgressData()
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{
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CurrentActivity = ProgressData.Activity.MessageReceived,
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Progress = i,
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});
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}
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}
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private async Task InitGameLoader(NetworkStream stateStream, IProgress<ProgressData> progressUpdates)
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{
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// Get game board details
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byte[] buffer = new byte[] { 1, 0, 0, 0, 1 };
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@ -120,6 +249,7 @@ namespace RBG_Server
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int start = 0;
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while (start < stateResponse.Length)
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{
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int pos = start + 4;
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int responsePlayerID = GetInt32(stateResponse[start..pos]);
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start = pos;
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@ -138,68 +268,6 @@ namespace RBG_Server
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Player player = new Player(responsePlayerName, responsePlayerSprite, playerRow, playerColumn);
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Players.Add(player);
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}
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});
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NetworkStream dataStream = dataRetriever.GetStream();
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Task dataLoader = new Task(async () =>
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{
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byte[] buffer = new byte[] { 2, 0, 0, 0, 128, 0 }; // Get image collection names
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dataStream.Write(buffer, 0, buffer.Length);
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var dataResponse = await GetResponse(stateStream, 4);
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dataResponse = await GetResponse(dataStream, GetInt32(dataResponse));
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List<byte> data = new List<byte>();
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int start = 0;
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while (start < dataResponse.Length)
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{
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int pos = start;
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while (dataResponse[pos++] != 0);
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ImageList.Add(Encoding.UTF8.GetString(dataResponse[start..pos]));
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start = pos;
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}
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// Load all low-resolution images
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foreach (string item in ImageList)
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{
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byte[] strBytes = Encoding.ASCII.GetBytes(item);
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buffer = new byte[strBytes.Length + 6];
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byte[] lenBytes = GetBytes(strBytes.Length + 6);
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lenBytes.CopyTo(buffer, 0);
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buffer[4] = 129; // Download image
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buffer[5] = 0; // mip_low
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strBytes.CopyTo(buffer, 6);
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dataStream.Write(buffer, 0, buffer.Length);
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// Read the length, then the data
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dataResponse = await GetResponse(dataStream);
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dataResponse = await GetResponse(dataStream, GetInt32(dataResponse));
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ImageCollection.TryAdd(item + "_mip_low", (CachedByteArray)dataResponse);
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}
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// At this point, the minimal amount of work required by the data thread has been done (load all thumbs)
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// When an asset is needed from here, queue a load
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});
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dataLoader.Start();
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stateLoader.Start();
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byte[] buffer = new byte[] {0,0,0,1,1};
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// Writing to the stream is to be considered near constant-time, but reading is non-constant.
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// 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)
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stateStream.Write(buffer, 0, buffer.Length);
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buffer[0] = 1;
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buffer[3] = 0;
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dataStream.Write(buffer, 0, buffer.Length);
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// A details request is [<uint32, length>, <byte command>]
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// The response is about the same format:
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var stateResponse = GetResponse(stateStream, 4);
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var dataResponse = GetResponse(dataStream, 4);
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// First, load the board state (low mip-map, row definitions, column definitions, zoom position etc.)
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// Retrieval command for the board
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// Then load the player list, and use the low mip for their sprites
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// Then check each loaded image and load the med, then large, then full sprite
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// Then load the low of each unused image (for quick retrieval)
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}
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/// <summary>
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@ -54,9 +54,10 @@ namespace RBG_Server
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// public Image sprite; // Sprite is now set as the implementation of this class
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public Player(string name, string sprite, int row, int column) : base() // Call the base constructor at the same time; inits a Grid()
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public Player(string name, string sprite, byte[] identifier, int row, int column) : base() // Call the base constructor at the same time; inits a Grid()
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{
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PlayerName = name;
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hashCode = identifier;
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Sprite = sprite;
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Row = row;
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Column = column;
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@ -71,20 +72,19 @@ namespace RBG_Server
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public new bool Equals(object obj)
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{
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return (obj as Player).GetHashCode() == GetHashCode();
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return (obj as Player).hashCode == hashCode;
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}
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private byte[] hashCode;
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/// <summary>
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/// TODO:
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/// Replace this with something that is connection-agnostic
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/// I.e. the combo of name, position, linked sprite etc. should
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/// allow us to reconnect disconnected players
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/// The simplest way to auth a PC is using the computer name.
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/// We don't need the textual version; just using the hash-code of the PC name is fine
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/// </summary>
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/// <returns></returns>
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public new int GetHashCode()
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{
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int res = (base.GetHashCode() + PlayerName.GetHashCode()) >> 8; // Right-shift the original hashcode by one byte & use our row & column
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int rcByte = ((Row & 0xF) << 4) | (Column & 0xF);
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return (rcByte << 24) | res;
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return hashCode.GetHashCode();
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}
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}
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}
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