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CommandUI.cs
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using System;
using System.Collections.Concurrent;
namespace TurnbasedConsole
{
using ExitGames.Client.Photon.LoadBalancing;
using System.Threading;
class CommandUI : Actor
{
LoadBalancingClient client = null;
private string command = string.Empty;
private string data = string.Empty;
private string keybuffer = string.Empty;
public CommandUI(ConcurrentQueue<Message> inbox, ConcurrentQueue<Message> outbox, LoadBalancingClient client)
: base(inbox, outbox)
{
this.client = client;
}
public override void DoInLoop()
{
Message outMessage = null;
Message inMessage = null;
ReadKeys();
if ((outMessage = TriggerEvent(this.client.State)) != null)
{
this.outbox.Enqueue(outMessage);
}
while (inbox.TryDequeue(out inMessage))
{
HandleMessage(inMessage);
}
this.command = string.Empty;
this.data = string.Empty;
}
public override void HandleMessage(Message message)
{
switch (message.id)
{
case MessageId.ConsoleMessage:
Console.WriteLine(message.data);
break;
default:
break;
}
base.HandleMessage(message);
}
private void ReadKeys()
{
while (Console.KeyAvailable)
{
var key = Console.ReadKey();
if (Char.IsLetterOrDigit(key.KeyChar) || key.KeyChar == '-' || key.KeyChar == '\\' || key.Key == ConsoleKey.Enter)
{
if (key.Key == ConsoleKey.Enter)
{
if (keybuffer.StartsWith(@"\"))
{
this.command = keybuffer.Substring(0, 2);
this.data = keybuffer.Substring(2, keybuffer.Length - 2);
}
else
{
this.command = keybuffer;
}
this.keybuffer = string.Empty;
Console.WriteLine();
break;
}
keybuffer += key.KeyChar;
}
}
}
private Message TriggerEvent(ClientState State)
{
Message trigger = null;
switch (command)
{
case "":
break;
case @"\a":
string actorNr = data;
trigger = new Message(MessageId.ChangeActor, actorNr);
break;
case @"\u":
string userId = data;
trigger = new Message(MessageId.GetUser, userId);
break;
case @"\t":
trigger = new Message(MessageId.CurrentState, string.Empty);
break;
case @"\i":
trigger = new Message(MessageId.ShowRoomActor, string.Empty);
break;
case @"\r":
string roomname = string.Empty;
if (!string.IsNullOrEmpty(data))
{
roomname = data;
trigger = new Message(MessageId.ChangeRoomName, roomname);
}
else
{
Console.WriteLine("missing room name");
}
break;
case @"\s":
string index = data;
trigger = new Message(MessageId.SetRoomAndActor, index);
break;
case @"\o":
if (State == ClientState.JoinedLobby)
{
trigger = new Message(MessageId.ListRooms, string.Empty);
}
break;
case @"\c":
if (State == ClientState.JoinedLobby)
{
trigger = new Message(MessageId.CreateRoom, string.Empty);
}
else
{
Console.WriteLine("CreateRoom only allowed when in Lobby");
}
break;
case @"\j":
if (State == ClientState.JoinedLobby)
{
trigger = new Message(MessageId.JoinRoom, string.Empty);
}
else
{
Console.WriteLine("JoinRoom only allowed when in Lobby");
}
break;
case @"\l":
if (State == ClientState.Joined)
{
trigger = new Message(MessageId.LeaveRoom, string.Empty);
}
else
{
Console.WriteLine("LeaveRoom only allowed when in a Room");
}
break;
case @"\n":
trigger = new Message(MessageId.Connect, string.Empty);
break;
case @"\d":
if (State == ClientState.Joined)
{
trigger = new Message(MessageId.Disconnect, string.Empty);
}
else
{
Console.WriteLine("Disconnect only allowed when in a Room. Use Quit.");
}
break;
case @"\q":
if (State == ClientState.JoinedLobby || State == ClientState.Joined)
{
trigger = new Message(MessageId.Quit, string.Empty);
this.done = true;
}
break;
case @"\m":
if (State == ClientState.JoinedLobby || State == ClientState.Joined)
{
trigger = new Message(MessageId.GetMyGameList, string.Empty);
}
break;
case @"\g":
if (State == ClientState.JoinedLobby || State == ClientState.Joined)
{
trigger = new Message(MessageId.GetGameList, string.Empty);
}
break;
case @"\p":
if (State == ClientState.JoinedLobby || State == ClientState.Joined)
{
trigger = new Message(MessageId.PlayerSave, string.Empty);
}
break;
case @"\v":
if (State == ClientState.JoinedLobby || State == ClientState.Joined)
{
trigger = new Message(MessageId.PlayerLoad, string.Empty);
}
break;
case @"\x":
if (State == ClientState.Joined)
{
trigger = new Message(MessageId.UpdateGameState, string.Empty);
}
else
{
Console.WriteLine("UpdateGameState only allowed when in a Room");
}
break;
case @"\y":
if (State == ClientState.JoinedLobby || State == ClientState.Joined)
{
trigger = new Message(MessageId.GetGameState, string.Empty);
}
break;
case @"\e":
if (State == ClientState.Joined && !string.IsNullOrEmpty(data))
{
trigger = new Message(MessageId.OperationRequest, data);
}
break;
case @"\h":
PrintHelp();
break;
default:
break;
}
return trigger;
}
private void PrintHelp()
{
string help = @"
client> \u - show my user id
client> \r<name> - set room to <name>: (<name>, actor)
client> \a<id> - set actor to <id>: (room, <id>)
client> \t - show client state
client> \i - show current (room, actor)
client> \n - connect master server and join lobby
client> \s<index> - set (room, actor) from <index>
lobby> \o - show open rooms
lobby> \c - create room
lobby> \j - connect game server and join room
(room, actor)
lobby> \d - disconnect master server
lobby> \q - disconnect master server
room> \l - leave room and join lobby
turnbased: leave game!!
room> \d - disconnect game server and join lobby
turnbased: stop/pause playing
room> \q - disconnect game and master server
turnbased: stop/pause playing
room> \e<event> - broadcast event
server> \g - show game list
server> \m - show my game list
server> \p - save player's game (property)
server> \v - load player's game (property)
server> \x - save game state (town)
server> \y - load game state (town)
game>
";
Console.WriteLine(help);
}
}
}