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Program.cs
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#define NO_NAMESERVER
using ExitGames.Client.Photon;
using System;
using System.Collections.Generic;
using System.Collections;
using System.Linq;
namespace TurnbasedConsole
{
using ExitGames.Client.Photon.Lite;
using ExitGames.Client.Photon.LoadBalancing;
using System.Threading;
class Program : LoadBalancingClient
{
private List<string> roomList = new List<string>();
private List<int> actorList = new List<int>();
static void Main(string[] args)
{
new Program().Run();
}
public Program()
{
this.OnStateChangeAction += this.OnStateChanged;
#if NO_NAMESERVER
this.NameServerAddress = string.Empty;
this.MasterServerAddress = "localhost:5055"; // change ip:port if required
#else
this.NameServerAddress = "ns.exitgamescloud.com:5058";
//this.NameServerAddress = "dev-app.exitgamescloud.com:5058";
//this.NameServerAddress = "localhost:5058";
#endif
this.AppId = "frontier"; // insert your own AppID
this.PlayerName = MyPlayerName();
this.loadBalancingPeer.DebugOut = DebugLevel.ALL; // set your prefered debug log level
}
private string MyPlayerName()
{
var cnt = System.Diagnostics.Process.GetProcessesByName(
System.IO.Path.GetFileNameWithoutExtension(System.Reflection.Assembly.GetEntryAssembly().Location)).Count();
return "MyPlayer" + cnt;
}
private string MyClan()
{
return "MyClan1";
}
private void ConnectToMaster()
{
if (!string.IsNullOrEmpty(this.NameServerAddress))
{
Console.WriteLine("connecting to:{0} as:{1}", this.NameServerAddress, this.PlayerName);
if (!this.ConnectToRegionMaster("EU"))
{
this.DebugReturn(DebugLevel.ERROR, "Can't connect to NameServer: " + this.NameServerAddress);
}
}
else
{
Console.WriteLine("connecting to:{0} as:{1}", this.MasterServerAddress, this.PlayerName);
if (!this.Connect(this.MasterServerAddress, this.AppId))
{
this.DebugReturn(DebugLevel.ERROR, "Can't connect to MasterServer: " + this.MasterServerAddress);
}
}
}
bool done = false;
void Run()
{
const int FOR_500ms = 500;
this.ConnectToMaster();
Thread thread = new Thread(this.UpdateLoop); // windows forms are event based. we need a game loop despite this
thread.IsBackground = true; // a background thread automatically ends when the app ends
thread.Start();
while (!done)
{
Thread.Sleep(FOR_500ms);
}
}
private void CreateRoomForMatchmaking(string roomname)
{
const int MAX_CLAN_SIZE = 30;
string[] roomPropsInLobby = { "town_hall_level", "dollars_spent" };
System.Collections.Hashtable customRoomProperties = new System.Collections.Hashtable() { { "town_hall_level", 1 } };
this.OpCreateRoom(roomname, true, true, MAX_CLAN_SIZE, customRoomProperties, roomPropsInLobby, string.Empty, LobbyType.Default, Int32.MaxValue, 0);
}
class UIEvent
{
public string id = string.Empty;
public string data = string.Empty;
public UIEvent(string anId, string someData)
{
this.id = anId;
this.data = someData;
}
}
class CommandUI
{
string command = string.Empty;
string data = string.Empty;
string keybuffer = string.Empty;
Queue _actions = null;
public CommandUI(Queue actions)
{
this._actions = actions;
}
private void ReadKeys()
{
while (Console.KeyAvailable)
{
var key = Console.ReadKey();
if (Char.IsLetterOrDigit(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 void TriggerAction()
{
switch (command)
{
case "":
break;
case @"\a":
string actorNr = data;
UIEvent trigger = new UIEvent("ChangeActor", actorNr);
this._actions.Enqueue(trigger);
break;
case @"\r":
if (!string.IsNullOrEmpty(data))
{
roomname = data;
}
Console.WriteLine("set to room:{0} actor#:{1}", roomname, this.actorNr);
break;
case @"\c":
if (this.State == ClientState.JoinedLobby)
{
this.CreateRoomForMatchmaking(roomname);
}
else
{
Console.WriteLine("CreateRoom only allowed when in Lobby");
}
break;
case @"\j":
if (this.State == ClientState.JoinedLobby)
{
if (!string.IsNullOrEmpty(data))
{
int.TryParse(data, out this.actorNr);
}
Console.WriteLine("joining room:{0} with actor#:{1}", roomname, this.actorNr);
this.OpJoinRoom(roomname, this.actorNr == 0 ? false : true, this.actorNr);
}
else
{
Console.WriteLine("JoinRoom only allowed when in Lobby");
}
break;
case @"\d":
this.loadBalancingPeer.Disconnect();
break;
case @"\l":
if (this.State == ClientState.Joined)
{
this.loadBalancingPeer.OpCustom(OperationCode.Leave, null, true);
}
break;
case @"\g":
if (this.State == ClientState.JoinedLobby || this.State == ClientState.Joined)
{
//this.OpWebRpc("GetGameList?getpar1=1&getpar2=xyz", new Dictionary<string, object>() { { "p1", "one" }, { "p2", "two" } });
//this.OpWebRpc("GetGameList?getpar1=1&getpar2=xyz", new int[] { 1, 2, 3 });
this.OpWebRpc("GetGameList?getpar1=1&getpar2=xyz", null);
}
break;
case @"\q":
this.loadBalancingPeer.Disconnect();
Thread.Sleep(1000);
done = true;
break;
case @"\e":
if (this.State == ClientState.Joined && !string.IsNullOrEmpty(data))
{
var op = new OperationRequest()
{
OperationCode = OperationCode.RaiseEvent,
Parameters =
new Dictionary<byte, object>()
{
{ ParameterCode.Code, (byte)0 },
{
ParameterCode.Data, data
},
{ ParameterCode.ActorList, this.CurrentRoom.Players.Keys.ToArray() },
{ ParameterCode.Cache, EventCaching.DoNotCache },
{ (byte)ParameterCode.HttpForward, true },
}
};
this.loadBalancingPeer.OpCustom(op, true, 0, false);
}
break;
case @"\s":
int index = -1;
int.TryParse(data, out index);
if (index >= 0 && index < roomList.LongCount())
{
roomname = roomList[index];
this.actorNr = actorList[index];
}
Console.WriteLine("set to room:{0} actor#:{1}", roomname, this.actorNr);
break;
default:
break;
}
}
public void ReadInput()
{
ReadKeys();
TriggerAction();
this.command = string.Empty;
this.data = string.Empty;
}
}
int actorNr = 0;
private void UpdateLoop(object obj)
{
string roomname = MyClan();
var command = string.Empty;
var data = string.Empty;
var keybuffer = string.Empty;
const int FOR_50ms = 50;
var command = new CommandUI();
while (!done)
{
while (this.loadBalancingPeer.DispatchIncomingCommands())
{
// You could count dispatch calls to limit them to X, if they take too much time of a single frame
}
while (Console.KeyAvailable)
{
var key = Console.ReadKey();
if (Char.IsLetterOrDigit(key.KeyChar) || key.KeyChar == '\\' || key.Key == ConsoleKey.Enter)
{
if (key.Key == ConsoleKey.Enter)
{
if (keybuffer.StartsWith(@"\"))
{
command = keybuffer.Substring(0, 2);
data = keybuffer.Substring(2, keybuffer.Length - 2);
}
else
{
command = keybuffer;
}
keybuffer = string.Empty;
Console.WriteLine();
break;
}
keybuffer += key.KeyChar;
}
}
switch (command)
{
case "":
break;
case @"\a":
int.TryParse(data, out this.actorNr);
Console.WriteLine("set to room:{0} actor#:{1}", roomname, this.actorNr);
break;
case @"\r":
if (!string.IsNullOrEmpty(data))
{
roomname = data;
}
Console.WriteLine("set to room:{0} actor#:{1}", roomname, this.actorNr);
break;
case @"\c":
if (this.State == ClientState.JoinedLobby)
{
this.CreateRoomForMatchmaking(roomname);
}
else
{
Console.WriteLine("CreateRoom only allowed when in Lobby");
}
break;
case @"\j":
if (this.State == ClientState.JoinedLobby)
{
if (!string.IsNullOrEmpty(data))
{
int.TryParse(data, out this.actorNr);
}
Console.WriteLine("joining room:{0} with actor#:{1}", roomname, this.actorNr);
this.OpJoinRoom(roomname, this.actorNr == 0 ? false : true, this.actorNr);
}
else
{
Console.WriteLine("JoinRoom only allowed when in Lobby");
}
break;
case @"\d":
this.loadBalancingPeer.Disconnect();
break;
case @"\l":
if (this.State == ClientState.Joined)
{
this.loadBalancingPeer.OpCustom(OperationCode.Leave, null, true);
}
break;
case @"\g":
if (this.State == ClientState.JoinedLobby || this.State == ClientState.Joined)
{
//this.OpWebRpc("GetGameList?getpar1=1&getpar2=xyz", new Dictionary<string, object>() { { "p1", "one" }, { "p2", "two" } });
//this.OpWebRpc("GetGameList?getpar1=1&getpar2=xyz", new int[] { 1, 2, 3 });
this.OpWebRpc("GetGameList?getpar1=1&getpar2=xyz", null);
}
break;
case @"\q":
this.loadBalancingPeer.Disconnect();
Thread.Sleep(1000);
done = true;
break;
case @"\e":
if (this.State == ClientState.Joined && !string.IsNullOrEmpty(data))
{
var op = new OperationRequest()
{
OperationCode = OperationCode.RaiseEvent,
Parameters =
new Dictionary<byte, object>()
{
{ ParameterCode.Code, (byte)0 },
{
ParameterCode.Data, data
},
{ ParameterCode.ActorList, this.CurrentRoom.Players.Keys.ToArray() },
{ ParameterCode.Cache, EventCaching.DoNotCache },
{ (byte)ParameterCode.HttpForward, true },
}
};
this.loadBalancingPeer.OpCustom(op, true, 0, false);
}
break;
case @"\s":
int index = -1;
int.TryParse(data, out index);
if (index >= 0 && index < roomList.LongCount())
{
roomname = roomList[index];
this.actorNr = actorList[index];
}
Console.WriteLine("set to room:{0} actor#:{1}", roomname, this.actorNr);
break;
default:
break;
}
command = string.Empty;
data = string.Empty;
this.loadBalancingPeer.SendOutgoingCommands();
Thread.Sleep(FOR_50ms);
}
}
private void OnStateChanged(ClientState clientState)
{
var message = string.Format("State: {0}", clientState);
Console.WriteLine(message);
switch (clientState)
{
case ClientState.ConnectedToNameServer:
if (string.IsNullOrEmpty(this.CloudRegion))
{
this.OpGetRegions();
}
break;
case ClientState.ConnectedToGameserver:
break;
case ClientState.ConnectedToMaster:
break;
}
}
public override void OnOperationResponse(OperationResponse operationResponse)
{
base.OnOperationResponse(operationResponse); // important to call, to keep state up to date
if (operationResponse.ReturnCode != ErrorCode.Ok)
{
this.DebugReturn(DebugLevel.ERROR, operationResponse.ToStringFull() + " " + this.State);
}
switch (operationResponse.OperationCode)
{
case OperationCode.Authenticate:
break;
case OperationCode.JoinRandomGame:
break;
case OperationCode.JoinGame:
case OperationCode.CreateGame:
if (this.State == ClientState.Joined)
{
this.actorNr = (int)operationResponse.Parameters[ParameterCode.ActorNr];
}
break;
case OperationCode.Rpc:
if (operationResponse.ReturnCode != 0)
{
DebugReturn(DebugLevel.ERROR, "WebRpc failed. Response: " + operationResponse.ToStringFull());
}
else
{
WebRpcResponse webResponse = new WebRpcResponse(operationResponse);
this.OnWebRpcResponse(webResponse);
}
break;
}
}
public void OnWebRpcResponse(WebRpcResponse webResponse)
{
if (webResponse.ReturnCode != 0)
{
DebugReturn(DebugLevel.ERROR, "WebRpc '" + webResponse.Name + "' failed. Error: " + webResponse.ReturnCode + " Message: " + webResponse.DebugMessage);
return;
}
switch (webResponse.Name)
{
case "GetGameList":
roomList = new List<string>();
actorList = new List<int>();
var data = webResponse.Parameters;
if (data != null)
{
foreach (var item in data)
{
roomList.Add(item.Key);
actorList.Add(int.Parse((string)item.Value));
Console.WriteLine("Got room:{0} actor#:{1}", item.Key, item.Value);
}
}
else
{
Console.WriteLine(@"N\A - empty list");
}
break;
}
}
public override void OnEvent(EventData photonEvent)
{
//Console.WriteLine("\n---EventAction: " + photonEvent.Code);
//// with the following two lines you can "see" what photon is sending to you
//foreach (KeyValuePair<byte, object> parameter in photonEvent.Parameters)
//{
// Console.WriteLine(" |" + parameter.Key + ":" + parameter.Value);
//}
// most events have a sender / origin (but not all) - let's find the player sending this
int actorNr = 0;
if (photonEvent.Parameters.ContainsKey(ParameterCode.ActorNr))
{
actorNr = (int)photonEvent[ParameterCode.ActorNr]; // actorNr (a.k.a. playerNumber / ID) of sending player
}
base.OnEvent(photonEvent); // important to call, to keep state up to date
switch (photonEvent.Code)
{
case 0:
Console.WriteLine("e[{0}]: {1}", actorNr, (string)photonEvent[ParameterCode.CustomEventContent]);
break;
case LiteEventCode.Disconnect:
Console.WriteLine("a[{0}]: {1}", actorNr, "disconnected");
break;
case LiteEventCode.Join:
Console.WriteLine("a[{0}]: {1}", actorNr, "joined");
break;
case LiteEventCode.Leave:
Console.WriteLine("a[{0}]: {1}", actorNr, "left");
break;
case EventCode.GameList:
case EventCode.GameListUpdate:
foreach (var roominfo in this.RoomInfoList.Values)
{
Console.WriteLine("Room: {0} isOpen={1} IsVisible={2}", roominfo.Name, roominfo.IsOpen, roominfo.IsVisible);
}
break;
case EventCode.AppStats:
Console.WriteLine("PlayersInRoom#={0} Rooms#={1} PlayersOnMaster#={2}", this.PlayersInRoomsCount, this.RoomsCount, this.PlayersOnMasterCount);
break;
}
}
public override void OnStatusChanged(StatusCode statusCode)
{
base.OnStatusChanged(statusCode); // important to call, to keep state up to date
Console.WriteLine("StatusCode: {0}", statusCode);
if (statusCode == StatusCode.Disconnect && this.DisconnectedCause != DisconnectCause.None)
{
DebugReturn(DebugLevel.ERROR, this.DisconnectedCause + " caused a disconnect. State: " + this.State + " statusCode: " + statusCode + ".");
}
}
public override void DebugReturn(DebugLevel level, string message)
{
base.DebugReturn(level, message);
Console.WriteLine(message);
}
}
}