290 lines
11 KiB
C#
290 lines
11 KiB
C#
using NATUPNPLib;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Net.Sockets;
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using System.Text;
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using System.Threading.Tasks;
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namespace RBG_Server
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{
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/// <summary>
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/// Contains all communication data, from both the client's and server's perspective (should be able to switch between each mode as necessary)
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/// </summary>
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///
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public class CommunicationHandler
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{
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UPnPNAT upnpnat = new();
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IStaticPortMapping portMapping;
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/// <summary>
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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, 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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{
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// Find the server's active (reliable) network adapter, by creating a remote connection and retrieving our IP from it:
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using (Socket s = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp))
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{
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s.Bind(new IPEndPoint(IPAddress.Any, 0));
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s.Connect("microsoft.com", 0);
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// The IP is implicitly the one assigned to the interface the OS would use to connect to the remote address
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IpAddress = (s.LocalEndPoint as IPEndPoint).Address;
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}
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// Create the upnp mapping
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upnpnat.StaticPortMappingCollection.Add(Port, "TCP", Port, IpAddress.ToString(), true, "RBGServer");
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TcpListener listener = new(IPAddress.Any, Port); // Allow local comms
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listener.Start();
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while (true)
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{
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TcpClient client = listener.AcceptTcpClient();
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// Delegate to another thread
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_ = Task.Run(() =>
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{
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AcceptConnections(client);
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});
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}
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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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public void InitialiseClient(TcpClient client)
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{
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Progress<ProgressData> gameProgress = new Progress<ProgressData>();
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Progress<ProgressData> dataProgress = new Progress<ProgressData>();
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Task dataLoader = InitDataLoader(dataRetriever.GetStream(), dataProgress);
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Task stateLoader = InitDataLoader(stateRetriever.GetStream(), gameProgress);
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dataLoader.Start();
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stateLoader.Start();
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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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stateStream.Write(buffer, 0, buffer.Length);
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// Response size
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var stateResponse = await GetResponse(stateStream, 4);
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// Response data
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stateResponse = await GetResponse(stateStream, GetInt32(stateResponse)); // Get the full response data
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// Board state data
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int playerID = GetInt32(stateResponse[..4]);
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ColumnCount = GetInt32(stateResponse[..8]);
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RowCount = GetInt32(stateResponse[8..12]);
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ColumnZoomStart = GetInt32(stateResponse[12..16]);
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RowZoomStart = GetInt32(stateResponse[16..20]);
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ColumnZoomSpan = GetInt32(stateResponse[20..24]);
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RowZoomSpan = GetInt32(stateResponse[24..28]);
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StartingColumn = GetInt32(stateResponse[28..32]);
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StartingRow = GetInt32(stateResponse[32..36]);
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// Basic board data loaded; fetch players
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buffer = new byte[] { 1, 0, 0, 0, 2 };
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stateStream.Write(buffer, 0, buffer.Length);
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stateResponse = await GetResponse(stateStream, 4);
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stateResponse = await GetResponse(stateStream, GetInt32(stateResponse));
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// state response contains a player list;
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// Player ID (Int32)
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// Player Name (null-terminated string)
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// Player Sprite (null-terminated string)
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// Player Column (Int32)
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// Player Row (Int32)
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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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while (stateResponse[pos++] != 0) ; // skip the bytes that aren't null
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string responsePlayerName = Encoding.UTF8.GetString(stateResponse[start..pos]);
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start = pos;
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while (stateResponse[pos++] != 0) ; // skip the bytes that aren't null
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string responsePlayerSprite = Encoding.UTF8.GetString(stateResponse[start..pos]);
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start = pos;
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pos += 4;
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int playerColumn = GetInt32(stateResponse[start..pos]);
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start = pos;
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pos += 4;
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int playerRow = GetInt32(stateResponse[start..pos]);
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start = pos;
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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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/// <summary>
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/// Idea is that each response is prefaced by a 4 byte stream length specifier.
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/// This requires a busy wait to achieve, if not all recieved at once.
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/// We retrieve the
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/// </summary>
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/// <param name="stream"></param>
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/// <param name="targetLength"></param>
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/// <returns></returns>
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private async Task<byte[]> GetResponse(NetworkStream stream, int targetLength=4)
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{
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if (stream.CanRead)
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{
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byte[] buffer = new byte[targetLength];
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int numberOfBytesRead = 0;
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// Incoming message may be larger than the buffer size.
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do
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{
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numberOfBytesRead += await stream.ReadAsync(buffer.AsMemory(numberOfBytesRead, targetLength - numberOfBytesRead));
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}
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while (numberOfBytesRead < targetLength);
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return buffer;
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}
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return Array.Empty<byte>();
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}
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static internal byte[] GetBytes(int i)
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{
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byte[] bytes = BitConverter.GetBytes(i);
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if (BitConverter.IsLittleEndian)
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{
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// We need data in big-endian format; so reverse the array
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Array.Reverse(bytes);
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}
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return bytes;
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}
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static internal int GetInt32(byte[] bytes)
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{
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if (BitConverter.IsLittleEndian)
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{
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// We need data in little-endian format; so reverse the array
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Array.Reverse(bytes);
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}
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return BitConverter.ToInt32(bytes, 0);
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}
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}
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}
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