Updated dependencies. Use new array initializer in C#. Added comments to alot of methods and classes
This commit is contained in:
parent
2520a9ed94
commit
9991bac6fa
@ -13,9 +13,9 @@
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<ItemGroup>
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0"/>
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<PackageReference Include="NSubstitute" Version="5.1.0"/>
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<PackageReference Include="NUnit" Version="3.14.0"/>
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<PackageReference Include="NUnit" Version="4.0.1" />
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<PackageReference Include="NUnit3TestAdapter" Version="4.5.0"/>
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<PackageReference Include="NUnit.Analyzers" Version="3.9.0">
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<PackageReference Include="NUnit.Analyzers" Version="3.10.0">
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<PrivateAssets>all</PrivateAssets>
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<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
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</PackageReference>
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@ -11,12 +11,10 @@ using pacMan.Utils;
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namespace BackendTests.Controllers;
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[TestFixture]
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[TestOf(nameof(GameController))]
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public class GameControllerTests
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{
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private IActionService _actionService = null!;
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private GameController _controller = null!;
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private GameService _gameService = null!;
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[SetUp]
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public void Setup()
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{
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@ -27,6 +25,10 @@ public class GameControllerTests
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_controller = new GameController(Substitute.For<ILogger<GameController>>(), _gameService, _actionService);
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}
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private IActionService _actionService = null!;
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private GameController _controller = null!;
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private GameService _gameService = null!;
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[Test]
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public void Run_ReturnsSame()
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{
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@ -52,8 +54,6 @@ public class GameControllerTests
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Assert.Fail("Result is not an ArraySegment<byte>");
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}
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#region DoAction(ActionMessage message)
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[Test]
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public void DoAction_NegativeAction()
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{
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@ -71,6 +71,4 @@ public class GameControllerTests
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_controller.DoAction(message);
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Assert.That(message.Data, Is.EqualTo(data));
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}
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#endregion
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}
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@ -1,5 +1,9 @@
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using pacMan.Controllers;
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namespace BackendTests.Controllers;
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[TestFixture]
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[TestOf(nameof(PlayerController))]
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public class PlayerControllerTests
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{
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// TODO
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@ -2,6 +2,8 @@ using pacMan.GameStuff.Items;
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namespace BackendTests.Game.Items;
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[TestFixture]
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[TestOf(nameof(DiceCup))]
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public class DiceCupTests
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{
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[Test]
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@ -2,6 +2,8 @@ using pacMan.GameStuff.Items;
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namespace BackendTests.Game.Items;
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[TestFixture]
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[TestOf(nameof(Dice))]
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public class DiceTests
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{
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[Test]
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@ -10,21 +10,10 @@ using pacMan.Services;
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namespace BackendTests.Services;
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[TestFixture]
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[TestOf(nameof(ActionService))]
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public class ActionServiceTests
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{
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private readonly Player _blackPlayer = Players.Create("black");
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private readonly Player _redPlayer = Players.Create("red");
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private readonly Player _whitePlayer = Players.Create("white");
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private ActionMessage _blackMessage = null!;
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private pacMan.Services.Game _game = null!;
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private GameService _gameService = null!;
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private ActionMessage _redMessage = null!;
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private IActionService _service = null!;
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private Queue<DirectionalPosition> _spawns = null!;
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private ActionMessage _whiteMessage = null!;
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[SetUp]
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public void Setup()
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{
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@ -37,6 +26,18 @@ public class ActionServiceTests
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_service = new ActionService(Substitute.For<ILogger<ActionService>>(), _gameService);
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}
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private readonly Player _blackPlayer = Players.Create("black");
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private readonly Player _redPlayer = Players.Create("red");
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private readonly Player _whitePlayer = Players.Create("white");
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private ActionMessage _blackMessage = null!;
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private pacMan.Services.Game _game = null!;
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private GameService _gameService = null!;
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private ActionMessage _redMessage = null!;
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private IActionService _service = null!;
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private Queue<DirectionalPosition> _spawns = null!;
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private ActionMessage _whiteMessage = null!;
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private JsonElement SerializeData(string username) =>
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JsonDocument.Parse(JsonSerializer.Serialize(
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new JoinGameData { Username = username, GameId = _game.Id }
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@ -51,8 +52,6 @@ public class ActionServiceTests
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new() { At = new Position { X = 9, Y = 9 }, Direction = Direction.Right }
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});
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#region RollDice()
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[Test]
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public void RollDice_ReturnsListOfIntegers()
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{
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@ -65,10 +64,6 @@ public class ActionServiceTests
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});
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}
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#endregion
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#region PlayerInfo(ActionMessage message)
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[Test]
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public void PlayerInfo_DataIsNull()
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{
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@ -98,10 +93,6 @@ public class ActionServiceTests
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Assert.That(new List<Player> { _whitePlayer }, Is.EqualTo(players));
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}
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#endregion
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#region Ready()
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[Test]
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public void Ready_PlayerIsNull()
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{
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@ -162,10 +153,6 @@ public class ActionServiceTests
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Is.EqualTo(_blackPlayer.Username).Or.EqualTo(_whitePlayer.Username));
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}
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#endregion
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#region FindNextPlayer()
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[Test]
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public void FindNextPlayer_NoPlayers()
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{
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@ -200,6 +187,4 @@ public class ActionServiceTests
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var second = _service.FindNextPlayer();
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Assert.That(second, Is.EqualTo(_whitePlayer.Username));
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}
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#endregion
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}
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@ -3,19 +3,14 @@ using Microsoft.Extensions.Logging;
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using NSubstitute;
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using pacMan.Exceptions;
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using pacMan.GameStuff;
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using pacMan.GameStuff.Items;
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using pacMan.Services;
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namespace BackendTests.Services;
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[TestFixture]
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[TestOf(nameof(GameService))]
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public class GameServiceTests
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{
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private readonly DirectionalPosition _spawn3By3Up = new()
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{ At = new Position { X = 3, Y = 3 }, Direction = Direction.Up };
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private GameService _service = null!;
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private Queue<DirectionalPosition> _spawns = null!;
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[SetUp]
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public void SetUp()
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{
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@ -29,7 +24,11 @@ public class GameServiceTests
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});
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}
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#region CreateAndJoin(IPlayer player, Queue<DirectionalPosition> spawns)
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private readonly DirectionalPosition _spawn3By3Up = new()
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{ At = new Position { X = 3, Y = 3 }, Direction = Direction.Up };
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private GameService _service = null!;
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private Queue<DirectionalPosition> _spawns = null!;
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[Test]
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public void CreateAndJoin_WhenEmpty()
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@ -53,15 +52,11 @@ public class GameServiceTests
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Assert.Throws<ArgumentException>(() => _service.CreateAndJoin(player, _spawns));
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}
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#endregion
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#region JoinbyId(Guid id)
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[Test]
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public void JoinById_WhenIdNotExists()
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{
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var player = Players.Create("white");
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_service.Games.Add(new pacMan.Services.Game(_spawns) { Players = new List<Player> { player } });
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_service.Games.Add(new pacMan.Services.Game(_spawns) { Players = [player] });
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Assert.Throws<GameNotFoundException>(() => _service.JoinById(Guid.NewGuid(), player));
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}
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@ -70,7 +65,7 @@ public class GameServiceTests
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public void JoinById_WhenIdExists()
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{
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var player = Players.Create("white");
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var game = new pacMan.Services.Game(_spawns) { Players = new List<Player> { player } };
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var game = new pacMan.Services.Game(_spawns) { Players = [player] };
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_service.Games.Add(game);
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@ -84,6 +79,4 @@ public class GameServiceTests
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Assert.That(_service.Games, Has.Count.EqualTo(1));
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});
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}
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#endregion
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}
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@ -6,8 +6,24 @@ using pacMan.Utils;
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namespace BackendTests.Services;
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[TestFixture]
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[TestOf(nameof(pacMan.Services.Game))]
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public class GameTests
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{
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[SetUp]
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public void Setup()
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{
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_spawns = new Queue<DirectionalPosition>(
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new[] { _spawn3By3Up, _spawn7By7Left, _spawn7By7Down, _spawn7By7Right });
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_game = new pacMan.Services.Game(_spawns);
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_redPlayer = Players.Create("red");
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_bluePlayer = Players.Create("blue");
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_yellowPlayer = Players.Create("yellow");
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_greenPlayer = Players.Create("green");
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_purplePlayer = Players.Create("purple");
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}
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private readonly DirectionalPosition _spawn3By3Up = new()
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{ At = new Position { X = 3, Y = 3 }, Direction = Direction.Up };
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@ -29,20 +45,6 @@ public class GameTests
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private Queue<DirectionalPosition> _spawns = null!;
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private Player _yellowPlayer = null!;
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[SetUp]
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public void Setup()
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{
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_spawns = new Queue<DirectionalPosition>(
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new[] { _spawn3By3Up, _spawn7By7Left, _spawn7By7Down, _spawn7By7Right });
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_game = new pacMan.Services.Game(_spawns);
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_redPlayer = Players.Create("red");
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_bluePlayer = Players.Create("blue");
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_yellowPlayer = Players.Create("yellow");
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_greenPlayer = Players.Create("green");
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_purplePlayer = Players.Create("purple");
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}
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private void AddFullParty()
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{
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_game.AddPlayer(_bluePlayer);
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@ -51,18 +53,12 @@ public class GameTests
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_game.AddPlayer(_greenPlayer);
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}
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#region NextPlayer()
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[Test]
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public void NextPlayer_WhenEmpty()
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{
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Assert.Throws<InvalidOperationException>(() => _game.NextPlayer());
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}
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#endregion
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#region IsGameStarted
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[Test]
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public void IsGameStarted_WhenEmpty()
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{
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@ -101,10 +97,6 @@ public class GameTests
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Assert.That(_game.IsGameStarted, Is.True);
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}
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#endregion
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#region AddPlayer(Player player)
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[Test]
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public void AddPlayer_WhenEmpty()
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{
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@ -157,10 +149,6 @@ public class GameTests
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Assert.Throws<GameNotPlayableException>(() => _game.AddPlayer(_greenPlayer));
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}
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#endregion
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#region Sendtoall(ArraySegment<byte> segment)
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[Test]
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public void SendToAll_WhenConnectionsIsNull()
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{
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@ -171,7 +159,6 @@ public class GameTests
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public void SendToAll_WhenConnectionsIsNotNull()
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{
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var counter = 0;
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async Task Send(ArraySegment<byte> segment) => await Task.Run(() => counter++);
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_game.Connections += Send;
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_game.Connections += Send;
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@ -182,12 +169,11 @@ public class GameTests
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while (counter < 2) { }
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Assert.That(counter, Is.EqualTo(2));
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return;
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async Task Send(ArraySegment<byte> segment) => await Task.Run(() => counter++);
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}
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#endregion
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#region SetReady(Player player)
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[Test]
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public void SetReady_ReturnsAllPlayers()
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{
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@ -222,10 +208,6 @@ public class GameTests
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Assert.Throws<PlayerNotFoundException>(() => _game.SetReady(_redPlayer.Username));
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}
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#endregion
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#region SetAllIngame()
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[Test]
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public void SetAllInGame_SetsStateToInGame()
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{
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@ -257,10 +239,6 @@ public class GameTests
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Assert.That(_game.Players, Is.Empty);
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}
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#endregion
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#region IsGameStarted()
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[Test]
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public void IsGameStarted_AllWaiting()
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{
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@ -275,6 +253,4 @@ public class GameTests
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_game.Players.ForEach(player => player.State = State.InGame);
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Assert.That(_game.IsGameStarted, Is.True);
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}
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#endregion
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}
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@ -6,17 +6,17 @@ using pacMan.Utils;
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namespace BackendTests.Services;
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[TestFixture]
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[TestOf(nameof(WebSocketService))]
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public class WebSocketServiceTests
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{
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private IWebSocketService _service = null!;
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[SetUp]
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public void SetUp()
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{
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_service = new WebSocketService(Substitute.For<ILogger<WebSocketService>>());
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}
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#region Send(Websocket, ArraySegment<byte>)
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private IWebSocketService _service = null!;
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[Test]
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public void Send_OpenWebsocket()
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@ -47,10 +47,6 @@ public class WebSocketServiceTests
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webSocket.Received().SendAsync(segment, WebSocketMessageType.Text, true, CancellationToken.None);
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}
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#endregion
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#region Receive(Websocket, byte[])
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[Test]
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public void Receive_ExactBuffer()
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{
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@ -89,10 +85,6 @@ public class WebSocketServiceTests
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webSocket.ReceivedWithAnyArgs().ReceiveAsync(default, CancellationToken.None);
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}
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#endregion
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#region Close(Websocket, WebSocketCloseStatus, string?)
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[Test]
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public void Close_OpenWebsocket()
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{
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@ -123,6 +115,4 @@ public class WebSocketServiceTests
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webSocket.ReceivedWithAnyArgs().CloseAsync(default, default, CancellationToken.None);
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}
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#endregion
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}
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@ -3,9 +3,15 @@ using pacMan.Utils;
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namespace BackendTests.Utils;
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[TestFixture]
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[TestOf(nameof(Extensions))]
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public class ExtensionsTests
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{
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#region ToArraySegment(this object obj)
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[SetUp]
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public void Setup()
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{
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_bytes = "Hello World!"u8.ToArray();
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}
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[Test]
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public void ToArraySegmentValidObject()
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@ -24,18 +30,8 @@ public class ExtensionsTests
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Assert.That(segment, Has.Count.EqualTo(4));
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}
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#endregion
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#region GetString(this byte[] bytes, int length)
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private byte[] _bytes = null!;
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[SetUp]
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public void Setup()
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{
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_bytes = "Hello World!"u8.ToArray();
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}
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[Test]
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public void GetString_ValidByteArray()
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{
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@ -65,6 +61,4 @@ public class ExtensionsTests
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{
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Assert.That(_bytes.GetString(_bytes.Length / 2), Is.EqualTo("Hello "));
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}
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#endregion
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}
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@ -4,8 +4,8 @@ namespace DAL.Database.Service;
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public class UserService
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{
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private readonly List<User> _users = new()
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{
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private readonly List<User> _users =
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[
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new User
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{
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Username = "Firefox",
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@ -18,10 +18,10 @@ public class UserService
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Password = "Chrome",
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Colour = "blue"
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}
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};
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];
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public async Task<User?> Login(string username, string password)
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public Task<User?> Login(string username, string password)
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{
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return await Task.Run(() => _users.FirstOrDefault(x => x.Username == username && x.Password == password));
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return Task.Run(() => _users.FirstOrDefault(x => x.Username == username && x.Password == password));
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}
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}
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@ -1,4 +1,7 @@
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<s:Boolean x:Key="/Default/Environment/UnitTesting/CreateUnitTestDialog/ShowAdvancedOptions/@EntryValue">True</s:Boolean>
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<s:String x:Key="/Default/Environment/UnitTesting/CreateUnitTestDialog/TestProjectMapping/=60072632_002DA16F_002D4007_002D8A97_002DAC74B7E6703B/@EntryIndexedValue">35336347-32EB-4764-A28E-3F8FF6CA54C4</s:String>
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<s:String x:Key="/Default/Environment/UnitTesting/CreateUnitTestDialog/TestTemplateMapping/=NUnit3x/@EntryIndexedValue">db4927dd-2e12-48a7-9a84-2b7e3e31b9c8</s:String>
|
||||
<s:String x:Key="/Default/Environment/UnitTesting/UnitTestSessionStore/Sessions/=4f001339_002D2d48_002D46c8_002D91bc_002D45608c0ab446/@EntryIndexedValue"><SessionState ContinuousTestingMode="0" IsActive="True" Name="All tests from &lt;BackendTests&gt;" xmlns="urn:schemas-jetbrains-com:jetbrains-ut-session">
|
||||
<Project Location="/home/martin/Git/Csharp/pac-man-board-game/BackendTests" Presentation="&lt;BackendTests&gt;" />
|
||||
</SessionState></s:String></wpf:ResourceDictionary>
|
@ -14,6 +14,14 @@ import { getData } from "../utils/api"
|
||||
|
||||
const wsService = new WebSocketService(import.meta.env.VITE_API_WS)
|
||||
|
||||
/**
|
||||
* Represents the main game component.
|
||||
* @component
|
||||
* @param player - The current player.
|
||||
* @param map - The current game map.
|
||||
*
|
||||
* @returns The rendered game component.
|
||||
*/
|
||||
export const GameComponent: FC<{ player: Player; map: GameMap }> = ({ player, map }) => {
|
||||
const players = useAtomValue(playersAtom)
|
||||
const dice = useAtomValue(diceAtom)
|
||||
|
@ -28,7 +28,7 @@ export const GameTile: FC<TileWithCharacterProps> = ({
|
||||
showPath = false,
|
||||
}) => (
|
||||
<Tile
|
||||
className={`${possiblePath?.end ? "border-4 border-white" : ""}`}
|
||||
className={`${possiblePath?.end && "border-4 border-white"}`}
|
||||
type={type}
|
||||
onClick={possiblePath ? () => handleMoveCharacter?.(possiblePath) : undefined}
|
||||
onMouseEnter={possiblePath ? () => handleStartShowPath?.(possiblePath) : undefined}
|
||||
|
@ -4,6 +4,11 @@ import { getDefaultStore } from "jotai"
|
||||
import { currentPlayerNameAtom, playersAtom } from "../utils/state"
|
||||
import rules from "./rules"
|
||||
|
||||
/**
|
||||
* Represents the different states of a game.
|
||||
*
|
||||
* @enum {number}
|
||||
*/
|
||||
export enum State {
|
||||
waitingForPlayers,
|
||||
ready,
|
||||
|
@ -1,3 +1,11 @@
|
||||
/**
|
||||
* getData is an asynchronous function that makes an API request to retrieve data.
|
||||
* If the mode is test, it returns a promise that resolves to an empty array.
|
||||
*
|
||||
* @param path - The path of the API endpoint.
|
||||
* @param headers - The headers to be included in the request.
|
||||
* @returns - A promise that resolves to the response from the API.
|
||||
*/
|
||||
export const getData: Api = async (path, { headers } = {}) => {
|
||||
if (import.meta.env.MODE === "test") return Promise.resolve(new Response(JSON.stringify([])))
|
||||
return await fetch(import.meta.env.VITE_API_HTTP + path, {
|
||||
@ -6,6 +14,14 @@ export const getData: Api = async (path, { headers } = {}) => {
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Makes a POST request to the API endpoint.
|
||||
*
|
||||
* @param path - The path of the endpoint.
|
||||
* @param body - The payload of the request.
|
||||
* @param headers - Additional headers for the request.
|
||||
* @returns - A Promise that resolves to the Response object representing the server's response.
|
||||
*/
|
||||
export const postData: Api = async (path, { body, headers } = {}) => {
|
||||
return await fetch(import.meta.env.VITE_API_HTTP + path, {
|
||||
method: "POST",
|
||||
|
@ -9,14 +9,23 @@ using pacMan.Utils;
|
||||
|
||||
namespace pacMan.Controllers;
|
||||
|
||||
/// <summary>
|
||||
/// Controls the game logic and handles requests related to games.
|
||||
/// </summary>
|
||||
[ApiController]
|
||||
[Route("api/[controller]")]
|
||||
public class GameController(ILogger<GameController> logger, IGameService webSocketService, IActionService actionService)
|
||||
: GenericController(logger, webSocketService)
|
||||
{
|
||||
[HttpGet("[action]")]
|
||||
public override async Task Connect() => await base.Connect();
|
||||
public override Task Connect() => base.Connect();
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves all games from the WebSocketService.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// An IEnumerable of Game objects representing all the games.
|
||||
/// </returns>
|
||||
[HttpGet("[action]")]
|
||||
public IEnumerable<Game> All()
|
||||
{
|
||||
@ -24,6 +33,12 @@ public class GameController(ILogger<GameController> logger, IGameService webSock
|
||||
return webSocketService.Games;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a player to a game.
|
||||
/// </summary>
|
||||
/// <param name="gameId">The unique identifier of the game.</param>
|
||||
/// <param name="player">The player to be joined.</param>
|
||||
/// <returns>An IActionResult representing the result of the operation.</returns>
|
||||
[HttpPost("[action]/{gameId:guid}")]
|
||||
public IActionResult Join(Guid gameId, [FromBody] Player player) // TODO what if player is in a game already?
|
||||
{
|
||||
@ -43,6 +58,15 @@ public class GameController(ILogger<GameController> logger, IGameService webSock
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if a game with the specified ID exists.
|
||||
/// </summary>
|
||||
/// <param name="gameId">The ID of the game to check.</param>
|
||||
/// <returns>
|
||||
/// Returns an <see cref="IActionResult" /> representing the result of the operation.
|
||||
/// If a game with the specified ID exists, returns an <see cref="OkResult" />.
|
||||
/// If a game with the specified ID doesn't exist, returns a <see cref="NotFoundResult" />.
|
||||
/// </returns>
|
||||
[HttpGet("[action]/{gameId:guid}")]
|
||||
public IActionResult Exists(Guid gameId)
|
||||
{
|
||||
@ -50,6 +74,16 @@ public class GameController(ILogger<GameController> logger, IGameService webSock
|
||||
return webSocketService.Games.Any(game => game.Id == gameId) ? Ok() : NotFound();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new game and adds the specified player to it.
|
||||
/// </summary>
|
||||
/// <param name="data">The data required to create the game.</param>
|
||||
/// <returns>
|
||||
/// Returns an <see cref="IActionResult" /> representing the result of the operation.
|
||||
/// If the game is successfully created, returns a <see cref="CreatedResult" /> with the game details and a location
|
||||
/// URL.
|
||||
/// If there is an error during creation, returns a <see cref="BadRequestObjectResult" /> with the error message.
|
||||
/// </returns>
|
||||
[HttpPost("[action]")]
|
||||
public IActionResult Create([FromBody] CreateGameData data)
|
||||
{
|
||||
@ -71,6 +105,14 @@ public class GameController(ILogger<GameController> logger, IGameService webSock
|
||||
return base.Echo();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runs the given WebSocketReceiveResult and byte array data to perform an action.
|
||||
/// </summary>
|
||||
/// <param name="result">The WebSocketReceiveResult object containing information about the received data.</param>
|
||||
/// <param name="data">The byte array data received from the WebSocket.</param>
|
||||
/// <returns>
|
||||
/// Returns an ArraySegment object representing the action response in byte array format.
|
||||
/// </returns>
|
||||
protected override ArraySegment<byte> Run(WebSocketReceiveResult result, byte[] data)
|
||||
{
|
||||
var stringResult = data.GetString(result.Count);
|
||||
@ -91,12 +133,16 @@ public class GameController(ILogger<GameController> logger, IGameService webSock
|
||||
return action.ToArraySegment();
|
||||
}
|
||||
|
||||
protected override async void Send(ArraySegment<byte> segment)
|
||||
/// <summary>
|
||||
/// Sends the specified data segment.
|
||||
/// </summary>
|
||||
/// <param name="segment">The data segment to send.</param>
|
||||
protected override void Send(ArraySegment<byte> segment)
|
||||
{
|
||||
if (actionService.Game is not null)
|
||||
actionService.SendToAll(segment);
|
||||
else if (WebSocket is not null)
|
||||
await webSocketService.Send(WebSocket, segment);
|
||||
webSocketService.Send(WebSocket, segment);
|
||||
}
|
||||
|
||||
protected override ArraySegment<byte>? Disconnect() =>
|
||||
@ -105,6 +151,10 @@ public class GameController(ILogger<GameController> logger, IGameService webSock
|
||||
|
||||
protected override void SendDisconnectMessage(ArraySegment<byte> segment) => actionService.SendToAll(segment);
|
||||
|
||||
/// <summary>
|
||||
/// Performs the specified action based on the given message.
|
||||
/// </summary>
|
||||
/// <param name="message">The action message containing the action to be performed.</param>
|
||||
public void DoAction(ActionMessage message) =>
|
||||
message.Data = message.Action switch
|
||||
{
|
||||
|
@ -4,13 +4,33 @@ using pacMan.Services;
|
||||
|
||||
namespace pacMan.Controllers;
|
||||
|
||||
/// <summary>
|
||||
/// Represents a generic controller for handling WebSocket connections.
|
||||
/// </summary>
|
||||
public abstract class GenericController(ILogger<GenericController> logger, IWebSocketService webSocketService)
|
||||
: ControllerBase
|
||||
{
|
||||
/// <summary>
|
||||
/// Buffer size used for processing data.
|
||||
/// </summary>
|
||||
private const int BufferSize = 1024 * 4;
|
||||
|
||||
protected readonly ILogger<GenericController> Logger = logger;
|
||||
protected WebSocket? WebSocket;
|
||||
|
||||
/// <summary>
|
||||
/// Establishes a WebSocket connection with the client.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This method checks if the HTTP request is a WebSocket request. If it is, it accepts the WebSocket connection, logs
|
||||
/// the connection establishment, and sets the WebSocket property to
|
||||
/// the accepted WebSocket instance.
|
||||
/// After the connection is established, the method calls the Echo method to start echoing messages.
|
||||
/// If the request is not a WebSocket request, it sets the HTTP response status code to 400 (BadRequest).
|
||||
/// </remarks>
|
||||
/// <returns>
|
||||
/// The task representing the asynchronous operation.
|
||||
/// </returns>
|
||||
public virtual async Task Connect()
|
||||
{
|
||||
if (HttpContext.WebSockets.IsWebSocketRequest)
|
||||
@ -26,6 +46,11 @@ public abstract class GenericController(ILogger<GenericController> logger, IWebS
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// An asynchronous method that reads data from the WebSocket connection,
|
||||
/// processes it, and sends back the processed data.
|
||||
/// </summary>
|
||||
/// <returns>A Task representing the asynchronous operation.</returns>
|
||||
protected virtual async Task Echo()
|
||||
{
|
||||
if (WebSocket is null) return;
|
||||
@ -56,10 +81,15 @@ public abstract class GenericController(ILogger<GenericController> logger, IWebS
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual async void Send(ArraySegment<byte> segment)
|
||||
/// <summary>
|
||||
/// Sends the specified byte segment using the WebSocket connection.
|
||||
/// If the WebSocket connection is null, the method does nothing.
|
||||
/// </summary>
|
||||
/// <param name="segment">The byte segment to send.</param>
|
||||
protected virtual void Send(ArraySegment<byte> segment)
|
||||
{
|
||||
if (WebSocket is null) return;
|
||||
await webSocketService.Send(WebSocket, segment);
|
||||
webSocketService.Send(WebSocket, segment);
|
||||
}
|
||||
|
||||
protected abstract ArraySegment<byte> Run(WebSocketReceiveResult result, byte[] data);
|
||||
|
@ -9,6 +9,11 @@ namespace pacMan.Controllers;
|
||||
[Route("api/[controller]/[action]")]
|
||||
public class PlayerController(UserService userService) : ControllerBase
|
||||
{
|
||||
/// <summary>
|
||||
/// Logs in a user.
|
||||
/// </summary>
|
||||
/// <param name="user">The user object containing the username and password.</param>
|
||||
/// <returns>Returns an IActionResult indicating the login result.</returns>
|
||||
[HttpPost]
|
||||
public async Task<IActionResult> Login([FromBody] User user)
|
||||
{
|
||||
@ -18,5 +23,5 @@ public class PlayerController(UserService userService) : ControllerBase
|
||||
}
|
||||
|
||||
[HttpPost]
|
||||
public async Task<IActionResult> Register([FromBody] User user) => throw new NotSupportedException();
|
||||
public Task<IActionResult> Register([FromBody] User user) => throw new NotSupportedException();
|
||||
}
|
||||
|
@ -3,6 +3,9 @@ using System.Text.Json.Serialization;
|
||||
|
||||
namespace pacMan.GameStuff;
|
||||
|
||||
/// <summary>
|
||||
/// Represents various actions that can be performed in a game.
|
||||
/// </summary>
|
||||
public enum GameAction
|
||||
{
|
||||
Error,
|
||||
@ -14,12 +17,22 @@ public enum GameAction
|
||||
Disconnect
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents an action message with optional data of type <typeparamref name="T" />.
|
||||
/// Every Action may have a different type of data, or no data at all.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The type of the data.</typeparam>
|
||||
public class ActionMessage<T>
|
||||
{
|
||||
[JsonPropertyName("action")] public GameAction Action { get; init; }
|
||||
|
||||
[JsonPropertyName("data")] public T? Data { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Parses a JSON string into an ActionMessage object. With dynamic data.
|
||||
/// </summary>
|
||||
/// <param name="json">The JSON string to deserialize.</param>
|
||||
/// <returns>An ActionMessage object populated with the deserialized data.</returns>
|
||||
public static ActionMessage FromJson(string json) => JsonSerializer.Deserialize<ActionMessage>(json)!;
|
||||
}
|
||||
|
||||
|
@ -31,9 +31,12 @@ public class Character : IEquatable<Character>
|
||||
return obj.GetType() == GetType() && Equals((Character)obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode() => HashCode.Combine(Colour, Position, IsEatable, SpawnPosition, (int?)Type);
|
||||
public override int GetHashCode() => HashCode.Combine(Colour, Type);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents the types of characters in a game.
|
||||
/// </summary>
|
||||
public enum CharacterType
|
||||
{
|
||||
PacMan,
|
||||
|
@ -6,7 +6,14 @@ public class Dice
|
||||
{
|
||||
private readonly Random _random = new();
|
||||
|
||||
[JsonInclude] public int Value { get; private set; }
|
||||
/// <summary>
|
||||
/// Represents the value of the previous roll.
|
||||
/// </summary>
|
||||
[JsonInclude]
|
||||
public int Value { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Rolls a dice by generating a random number between 1 and 6 and assigns it to the 'Value' property of the dice.
|
||||
/// </summary>
|
||||
public void Roll() => Value = _random.Next(1, 7);
|
||||
}
|
||||
|
@ -2,15 +2,24 @@ using System.Text.Json.Serialization;
|
||||
|
||||
namespace pacMan.GameStuff.Items;
|
||||
|
||||
/// <summary>
|
||||
/// Represents a cup containing multiple dice.
|
||||
/// </summary>
|
||||
public class DiceCup
|
||||
{
|
||||
private readonly List<Dice> _dices = new()
|
||||
{
|
||||
new Dice(),
|
||||
new Dice()
|
||||
};
|
||||
private readonly List<Dice> _dices = [new Dice(), new Dice()];
|
||||
|
||||
[JsonInclude] public List<int> Values => _dices.Select(dice => dice.Value).ToList();
|
||||
/// <summary>
|
||||
/// Gets a list of integer values representing the values of the dices.
|
||||
/// </summary>
|
||||
/// <value>
|
||||
/// A list of integer values representing the values of the dices.
|
||||
/// </value>
|
||||
[JsonInclude]
|
||||
public List<int> Values => _dices.Select(dice => dice.Value).ToList();
|
||||
|
||||
/// <summary>
|
||||
/// Rolls all the dice in the list.
|
||||
/// </summary>
|
||||
public void Roll() => _dices.ForEach(dice => dice.Roll());
|
||||
}
|
||||
|
@ -3,6 +3,9 @@ using DAL.Database.Models;
|
||||
|
||||
namespace pacMan.GameStuff.Items;
|
||||
|
||||
/// <summary>
|
||||
/// Represents the various states of a 'Player'.
|
||||
/// </summary>
|
||||
public enum State
|
||||
{
|
||||
WaitingForPlayers,
|
||||
@ -11,6 +14,9 @@ public enum State
|
||||
Disconnected
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents a player in the game.
|
||||
/// </summary>
|
||||
public class Player : IEquatable<Player>, ICloneable
|
||||
{
|
||||
[JsonPropertyName("username")] public required string Username { get; init; }
|
||||
|
@ -2,6 +2,9 @@ using System.Text.Json.Serialization;
|
||||
|
||||
namespace pacMan.GameStuff;
|
||||
|
||||
/// <summary>
|
||||
/// Represents a move path consisting of a sequence of positions and a target end position with a specified direction.
|
||||
/// </summary>
|
||||
public class MovePath : IEquatable<MovePath>
|
||||
{
|
||||
[JsonInclude]
|
||||
@ -19,6 +22,11 @@ public class MovePath : IEquatable<MovePath>
|
||||
return Equals(Path, other.Path) && End.Equals(other.End) && Direction == other.Direction;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a DirectionalPosition object to a MovePath object.
|
||||
/// </summary>
|
||||
/// <param name="path">The DirectionalPosition object to convert.</param>
|
||||
/// <returns>A MovePath object with the same End and Direction as the DirectionalPosition object.</returns>
|
||||
public static implicit operator MovePath(DirectionalPosition path) =>
|
||||
new()
|
||||
{
|
||||
@ -33,9 +41,12 @@ public class MovePath : IEquatable<MovePath>
|
||||
return obj.GetType() == GetType() && Equals((MovePath)obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode() => HashCode.Combine(Path, End, (int)Direction);
|
||||
public override int GetHashCode() => HashCode.Combine(End, (int)Direction);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents a position with x and y coordinates.
|
||||
/// </summary>
|
||||
public class Position : IEquatable<Position>
|
||||
{
|
||||
[JsonPropertyName("x")] public int X { get; init; }
|
||||
@ -59,6 +70,9 @@ public class Position : IEquatable<Position>
|
||||
public override int GetHashCode() => HashCode.Combine(X, Y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enum representing the possible directions: Left, Up, Right, and Down.
|
||||
/// </summary>
|
||||
public enum Direction
|
||||
{
|
||||
Left,
|
||||
@ -67,6 +81,9 @@ public enum Direction
|
||||
Down
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents a directional position with a coordinate and a direction.
|
||||
/// </summary>
|
||||
public class DirectionalPosition : IEquatable<DirectionalPosition>
|
||||
{
|
||||
[JsonPropertyName("at")] public required Position At { get; init; }
|
||||
@ -80,6 +97,11 @@ public class DirectionalPosition : IEquatable<DirectionalPosition>
|
||||
return At.Equals(other.At) && Direction == other.Direction;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a MovePath object to a DirectionalPosition object.
|
||||
/// </summary>
|
||||
/// <param name="path">The MovePath object to convert.</param>
|
||||
/// <returns>A DirectionalPosition object representing the converted MovePath object.</returns>
|
||||
public static explicit operator DirectionalPosition(MovePath path) =>
|
||||
new()
|
||||
{
|
||||
|
@ -1,5 +1,8 @@
|
||||
namespace pacMan.GameStuff;
|
||||
|
||||
/// <summary>
|
||||
/// The Rules class holds constant values related to the game rules.
|
||||
/// </summary>
|
||||
public static class Rules
|
||||
{
|
||||
public const int MinPlayers = 2;
|
||||
|
@ -21,6 +21,9 @@ public interface IActionService
|
||||
List<Player>? Disconnect();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Provides various actions that can be performed in a game
|
||||
/// </summary>
|
||||
public class ActionService(ILogger logger, IGameService gameService) : IActionService
|
||||
{
|
||||
public WebSocket WebSocket { private get; set; } = null!;
|
||||
@ -29,15 +32,24 @@ public class ActionService(ILogger logger, IGameService gameService) : IActionSe
|
||||
|
||||
public Player? Player { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Rolls the dice and returns the result. If the game is null, an empty list is returned.
|
||||
/// </summary>
|
||||
/// <returns>A list of integers representing the values rolled on the dice.</returns>
|
||||
public List<int> RollDice()
|
||||
{
|
||||
Game?.DiceCup.Roll();
|
||||
var rolls = Game?.DiceCup.Values ?? new List<int>();
|
||||
var rolls = Game?.DiceCup.Values ?? [];
|
||||
logger.LogInformation("Rolled [{}]", string.Join(", ", rolls));
|
||||
|
||||
return rolls;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles the movement of the character based on the provided JSON element.
|
||||
/// </summary>
|
||||
/// <param name="jsonElement">The JSON element containing the data to move the character.</param>
|
||||
/// <returns>The MovePlayerData object representing the updated character movement information.</returns>
|
||||
public MovePlayerData HandleMoveCharacter(JsonElement? jsonElement)
|
||||
{
|
||||
var data = jsonElement?.Deserialize<MovePlayerData>() ?? throw new NullReferenceException("Data is null");
|
||||
@ -50,6 +62,14 @@ public class ActionService(ILogger logger, IGameService gameService) : IActionSe
|
||||
return data;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds a game based on the given JSON element.
|
||||
/// </summary>
|
||||
/// <param name="jsonElement">The JSON data containing the username and gameId.</param>
|
||||
/// <returns>The list of players in the found game.</returns>
|
||||
/// <exception cref="NullReferenceException">Thrown when the JSON data is null.</exception>
|
||||
/// <exception cref="GameNotFoundException">Thrown when the game with the given gameId does not exist.</exception>
|
||||
/// <exception cref="PlayerNotFoundException">Thrown when the player with the given username is not found in the game.</exception>
|
||||
public List<Player> FindGame(JsonElement? jsonElement)
|
||||
{
|
||||
var (username, gameId) =
|
||||
@ -69,6 +89,12 @@ public class ActionService(ILogger logger, IGameService gameService) : IActionSe
|
||||
return Game.Players;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prepares the game and returns relevant data.
|
||||
/// </summary>
|
||||
/// <exception cref="PlayerNotFoundException">Thrown when the player is not found.</exception>
|
||||
/// <exception cref="GameNotFoundException">Thrown when the game is not found.</exception>
|
||||
/// <returns>A <see cref="ReadyData" /> object containing information about game readiness.</returns>
|
||||
public ReadyData Ready()
|
||||
{
|
||||
if (Player is null)
|
||||
@ -84,8 +110,22 @@ public class ActionService(ILogger logger, IGameService gameService) : IActionSe
|
||||
return new ReadyData { AllReady = allReady, Players = players };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the next player in the game.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// The username of the next player in the game, if available.
|
||||
/// </returns>
|
||||
/// <exception cref="GameNotFoundException">
|
||||
/// Thrown if the game is not found.
|
||||
/// </exception>
|
||||
public string FindNextPlayer() => Game?.NextPlayer().Username ?? throw new GameNotFoundException();
|
||||
|
||||
/// <summary>
|
||||
/// Removes the player from the game.
|
||||
/// </summary>
|
||||
/// <exception cref="NullReferenceException">Throws if the game or player is null.</exception>
|
||||
/// <returns>A list of remaining players in the game.</returns>
|
||||
public List<Player> LeaveGame()
|
||||
{
|
||||
if (Game is null) throw new NullReferenceException("Game is null");
|
||||
@ -94,6 +134,13 @@ public class ActionService(ILogger logger, IGameService gameService) : IActionSe
|
||||
return Game.Players;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disconnects the player from the game.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// Returns the list of players in the game after disconnecting the player.
|
||||
/// Returns null if the player is already disconnected or is not connected to a game.
|
||||
/// </returns>
|
||||
public List<Player>? Disconnect()
|
||||
{
|
||||
if (Player is null) return null;
|
||||
@ -102,7 +149,16 @@ public class ActionService(ILogger logger, IGameService gameService) : IActionSe
|
||||
return Game?.Players;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends a given byte segment to all players in the game.
|
||||
/// </summary>
|
||||
/// <param name="segment">The byte segment to send.</param>
|
||||
public void SendToAll(ArraySegment<byte> segment) => Game?.SendToAll(segment);
|
||||
|
||||
private async Task SendSegment(ArraySegment<byte> segment) => await gameService.Send(WebSocket, segment);
|
||||
/// <summary>
|
||||
/// Sends an array segment of bytes through the WebSocket connection.
|
||||
/// </summary>
|
||||
/// <param name="segment">The array segment of bytes to send.</param>
|
||||
/// <returns>A task that represents the asynchronous send operation.</returns>
|
||||
private Task SendSegment(ArraySegment<byte> segment) => gameService.Send(WebSocket, segment);
|
||||
}
|
||||
|
@ -5,14 +5,21 @@ using pacMan.GameStuff.Items;
|
||||
|
||||
namespace pacMan.Services;
|
||||
|
||||
/// <summary>
|
||||
/// Represents a game instance.
|
||||
/// </summary>
|
||||
public class Game(Queue<DirectionalPosition> spawns)
|
||||
{
|
||||
private readonly Random _random = new();
|
||||
private int _currentPlayerIndex;
|
||||
private List<Player> _players = new();
|
||||
private List<Player> _players = [];
|
||||
|
||||
[JsonInclude] public Guid Id { get; } = Guid.NewGuid();
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the list of players.
|
||||
/// When setting, the mutable values of the players are updated instead of replacing the list.
|
||||
/// </summary>
|
||||
[JsonIgnore]
|
||||
public List<Player> Players
|
||||
{
|
||||
@ -32,17 +39,36 @@ public class Game(Queue<DirectionalPosition> spawns)
|
||||
}
|
||||
}
|
||||
|
||||
[JsonIgnore] public List<Character> Ghosts { get; set; } = new(); // TODO include
|
||||
[JsonIgnore] public List<Character> Ghosts { get; set; } = []; // TODO include
|
||||
|
||||
[JsonIgnore] private Queue<DirectionalPosition> Spawns { get; } = spawns;
|
||||
/// <summary>
|
||||
/// The spawn locations on the map.
|
||||
/// </summary>
|
||||
/// <value>
|
||||
/// A Queue of DirectionalPositions representing the spawn locations on the map.
|
||||
/// </value>
|
||||
[JsonIgnore]
|
||||
private Queue<DirectionalPosition> Spawns { get; } = spawns;
|
||||
|
||||
[JsonIgnore] public DiceCup DiceCup { get; } = new(); // TODO include
|
||||
|
||||
[JsonInclude] public int Count => Players.Count;
|
||||
|
||||
// TODO edge-case when game has started but all players have disconnected, Disconnected property?
|
||||
[JsonInclude] public bool IsGameStarted => Count > 0 && Players.Any(player => player.State is State.InGame);
|
||||
/// <summary>
|
||||
/// Whether or not the game has started.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The game is considered started if the count is greater than zero and at least one player is in the "InGame" state.
|
||||
/// </remarks>
|
||||
[JsonInclude]
|
||||
public bool IsGameStarted => Count > 0 && Players.Any(player => player.State is State.InGame);
|
||||
|
||||
/// <summary>
|
||||
/// Gets the next player in the game.
|
||||
/// </summary>
|
||||
/// <returns>The next player.</returns>
|
||||
/// <exception cref="PlayerNotFoundException">Thrown when there are no players in the game.</exception>
|
||||
public Player NextPlayer()
|
||||
{
|
||||
try
|
||||
@ -59,8 +85,22 @@ public class Game(Queue<DirectionalPosition> spawns)
|
||||
|
||||
public void Shuffle() => Players.Sort((_, _) => _random.Next(-1, 2));
|
||||
|
||||
/// <summary>
|
||||
/// An event that is invoked when a message is to be sent to all connections.
|
||||
/// Each player in the game should be listening to this event.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The event handler is of type <see cref="Func{T, TResult}" /> which accepts an <see cref="ArraySegment{T}" /> of
|
||||
/// bytes and returns a <see cref="Task" />.
|
||||
/// This event is typically used to perform some action when something happens.
|
||||
/// </remarks>
|
||||
public event Func<ArraySegment<byte>, Task>? Connections;
|
||||
|
||||
/// <summary>
|
||||
/// Adds a player to the game.
|
||||
/// </summary>
|
||||
/// <param name="player">The player to be added.</param>
|
||||
/// <exception cref="GameNotPlayableException">Thrown when the game is already full or has already started.</exception>
|
||||
public void AddPlayer(Player player)
|
||||
{
|
||||
if (Players.Count >= Rules.MaxPlayers)
|
||||
@ -84,6 +124,10 @@ public class Game(Queue<DirectionalPosition> spawns)
|
||||
return removedPlayer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the spawn position and current position of the specified player's PacMan character.
|
||||
/// </summary>
|
||||
/// <param name="player">The player whose PacMan character's spawn and current positions will be set.</param>
|
||||
private void SetSpawn(Player player)
|
||||
{
|
||||
if (player.PacMan.SpawnPosition is not null) return;
|
||||
@ -92,8 +136,17 @@ public class Game(Queue<DirectionalPosition> spawns)
|
||||
player.PacMan.Position = spawn;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends the specified byte segment to all connected clients.
|
||||
/// </summary>
|
||||
/// <param name="segment">The byte segment to send.</param>
|
||||
public void SendToAll(ArraySegment<byte> segment) => Connections?.Invoke(segment);
|
||||
|
||||
/// <summary>
|
||||
/// Sets the state of the player with the specified username to Ready.
|
||||
/// </summary>
|
||||
/// <param name="username">The username of the player.</param>
|
||||
/// <returns>An enumerable collection of Player objects.</returns>
|
||||
public IEnumerable<Player> SetReady(string username)
|
||||
{
|
||||
var player = Players.FirstOrDefault(p => p.Username == username);
|
||||
@ -103,6 +156,12 @@ public class Game(Queue<DirectionalPosition> spawns)
|
||||
return Players;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets all players to the "InGame" state if they are currently in the "Ready" state.
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// Returns true if all players were successfully set to the "InGame" state, false otherwise.
|
||||
/// </returns>
|
||||
public bool SetAllInGame()
|
||||
{
|
||||
if (Players.Any(player => player.State is not State.Ready)) return false;
|
||||
@ -111,6 +170,11 @@ public class Game(Queue<DirectionalPosition> spawns)
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds a player by their username.
|
||||
/// </summary>
|
||||
/// <param name="username">The username of the player to find.</param>
|
||||
/// <returns>The found Player object if a player with the given username is found; otherwise, null.</returns>
|
||||
public Player? FindPlayerByUsername(string username) =>
|
||||
Players.FirstOrDefault(player => player.Username == username);
|
||||
}
|
||||
|
@ -64,13 +64,20 @@ public class GameService(ILogger logger) : WebSocketService(logger), IGameServic
|
||||
return game;
|
||||
}
|
||||
|
||||
public Game? FindGameById(Guid id)
|
||||
{
|
||||
return Games.FirstOrDefault(game => game.Id == id);
|
||||
}
|
||||
/// <summary>
|
||||
/// Finds a game by its ID.
|
||||
/// </summary>
|
||||
/// <param name="id">The ID of the game.</param>
|
||||
/// <returns>The game with the specified ID, or null if no game was found.</returns>
|
||||
public Game? FindGameById(Guid id) => Games.FirstOrDefault(game => game.Id == id);
|
||||
|
||||
public Game? FindGameByUsername(string username)
|
||||
{
|
||||
return Games.FirstOrDefault(game => game.Players.Exists(player => player.Username == username));
|
||||
}
|
||||
/// <summary>
|
||||
/// Finds a game by the given username.
|
||||
/// </summary>
|
||||
/// <param name="username">The username to search for.</param>
|
||||
/// <returns>
|
||||
/// The found game, if any. Returns null if no game is found.
|
||||
/// </returns>
|
||||
public Game? FindGameByUsername(string username) =>
|
||||
Games.FirstOrDefault(game => game.Players.Exists(player => player.Username == username));
|
||||
}
|
||||
|
@ -10,8 +10,24 @@ public interface IWebSocketService
|
||||
Task Close(WebSocket webSocket, WebSocketCloseStatus closeStatus, string? closeStatusDescription);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// WebSocketService class provides methods to send, receive and close a WebSocket connection.
|
||||
/// </summary>
|
||||
public class WebSocketService(ILogger logger) : IWebSocketService
|
||||
{
|
||||
/// <summary>
|
||||
/// Sends the specified byte array as a text message through the WebSocket connection.
|
||||
/// </summary>
|
||||
/// <param name="webSocket">The WebSocket connection.</param>
|
||||
/// <param name="segment">The byte array to send.</param>
|
||||
/// <returns>
|
||||
/// A task representing the asynchronous operation of sending the message.
|
||||
/// </returns>
|
||||
/// <remarks>
|
||||
/// This method sends the specified byte array as a text message through the WebSocket connection.
|
||||
/// It uses the WebSocket.SendAsync method to send the message asynchronously.
|
||||
/// After sending the message, it logs a debug message using the logger provided.
|
||||
/// </remarks>
|
||||
public async Task Send(WebSocket webSocket, ArraySegment<byte> segment)
|
||||
{
|
||||
await webSocket.SendAsync(
|
||||
@ -23,6 +39,15 @@ public class WebSocketService(ILogger logger) : IWebSocketService
|
||||
logger.LogDebug("Message sent through WebSocket");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Receives data from a websocket and logs a debug message.
|
||||
/// </summary>
|
||||
/// <param name="webSocket">The websocket to receive data from.</param>
|
||||
/// <param name="buffer">The buffer to store the received data.</param>
|
||||
/// <returns>
|
||||
/// A task representing the asynchronous operation. The result contains the <see cref="WebSocketReceiveResult" />
|
||||
/// which contains information about the received data.
|
||||
/// </returns>
|
||||
public async Task<WebSocketReceiveResult> Receive(WebSocket webSocket, byte[] buffer)
|
||||
{
|
||||
var result = await webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), CancellationToken.None);
|
||||
@ -32,6 +57,13 @@ public class WebSocketService(ILogger logger) : IWebSocketService
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Closes the WebSocket connection with the specified close status and description.
|
||||
/// </summary>
|
||||
/// <param name="webSocket">The WebSocket connection to close.</param>
|
||||
/// <param name="closeStatus">The status code indicating the reason for the close.</param>
|
||||
/// <param name="closeStatusDescription">The optional description explaining the reason for the close.</param>
|
||||
/// <returns>A task representing the asynchronous operation.</returns>
|
||||
public async Task Close(WebSocket webSocket, WebSocketCloseStatus closeStatus, string? closeStatusDescription)
|
||||
{
|
||||
await webSocket.CloseAsync(
|
||||
|
@ -6,6 +6,12 @@ namespace pacMan.Utils;
|
||||
|
||||
public static partial class Extensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Converts the specified byte array into a string using UTF-8 encoding and then removes any invalid characters.
|
||||
/// </summary>
|
||||
/// <param name="bytes">The byte array to convert.</param>
|
||||
/// <param name="length">The number of bytes to decode.</param>
|
||||
/// <returns>The decoded string without any invalid characters.</returns>
|
||||
public static string GetString(this byte[] bytes, int length)
|
||||
{
|
||||
var s = Encoding.UTF8.GetString(bytes, 0, length);
|
||||
@ -13,6 +19,11 @@ public static partial class Extensions
|
||||
return InvalidCharacters().Replace(s, string.Empty);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts an object to an <see cref="ArraySegment{T}" /> of bytes.
|
||||
/// </summary>
|
||||
/// <param name="obj">The object to convert.</param>
|
||||
/// <returns>An <see cref="ArraySegment{T}" /> of bytes representing the serialized object in UTF-8 encoding.</returns>
|
||||
public static ArraySegment<byte> ToArraySegment(this object obj)
|
||||
{
|
||||
var json = JsonSerializer.Serialize(obj);
|
||||
@ -20,6 +31,10 @@ public static partial class Extensions
|
||||
return new ArraySegment<byte>(bytes, 0, json.Length);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves a regular expression pattern that matches invalid characters.
|
||||
/// </summary>
|
||||
/// <returns>A regular expression pattern for matching invalid characters.</returns>
|
||||
[GeneratedRegex("\\p{C}+")]
|
||||
private static partial Regex InvalidCharacters();
|
||||
}
|
||||
|
@ -18,7 +18,7 @@
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.AspNetCore.SpaProxy" Version="8.0.0"/>
|
||||
<PackageReference Include="Microsoft.TypeScript.MSBuild" Version="5.2.2">
|
||||
<PackageReference Include="Microsoft.TypeScript.MSBuild" Version="5.3.2">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
</PackageReference>
|
||||
|
Loading…
x
Reference in New Issue
Block a user