X-Git-Url: https://git.dogcows.com/gitweb?a=blobdiff_plain;f=Project06%2FCS%203505%20Project%2006%2FCS%203505%20Project%2006%2FNetworkGame.cs;h=03b6e90481812e40680b720009379c554f43b089;hb=89af32ed79f55de76dd9b88eeb214ede7e72639d;hp=3d46d569ed80bf4a11fbd6fc165c4793ce45ca12;hpb=dadc9d60b083667f0109b32a55fed00100a1cd36;p=chaz%2Fcarfire
diff --git a/Project06/CS 3505 Project 06/CS 3505 Project 06/NetworkGame.cs b/Project06/CS 3505 Project 06/CS 3505 Project 06/NetworkGame.cs
index 3d46d56..03b6e90 100644
--- a/Project06/CS 3505 Project 06/CS 3505 Project 06/NetworkGame.cs
+++ b/Project06/CS 3505 Project 06/CS 3505 Project 06/NetworkGame.cs
@@ -11,64 +11,56 @@ using Microsoft.Xna.Framework.Input;
namespace CS_3505_Project_06
{
+ ///
+ /// A manager class to handle network interactions between peers and
+ /// lobby/game switching.
+ ///
public class NetworkGame
{
- NetworkSession mNetworkSession;
-
- ILobby mLobby;
- IDeterministicGame mGame;
-
- TimeSpan mTargetTimeSpan = new TimeSpan(166666);
- public TimeSpan TargetTimeSpan
- {
- get
- {
- return mTargetTimeSpan;
- }
- }
-
- List lastPressedKeys;
- bool lastButtonPressed;
-
- Object[] playerIdentifiers = { "One", "Two", "Three", "Four" }; // Any objects will do, strings are easy to debug.
-
- // For debugging
-
- Object activePlayer;
- bool paused;
- long lastAutoPause;
-
- public SpriteFont font;
-
-
+ ///
+ /// Called when a session has been created or joined using CreateSession() or JoinSession().
+ ///
+ /// The new session that was created or joined.
+ /// The NetworkGame that joined the session.
+ public delegate void JoinedSessionDelegate(NetworkSession session, NetworkGame networkGame);
+
+ ///
+ /// Called when sessions are found as a result of calling FindSessions().
+ ///
+ /// A container of the available sessions.
+ /// The NetworkGame that searched for the sessions.
+ public delegate void FoundSessionsDelegate(AvailableNetworkSessionCollection sessions, NetworkGame networkGame);
+
+
+ ///
+ /// Construct a NetworkGame with a lobby and a game.
+ ///
+ /// Provides an associated lobby to update and draw.
+ /// Provides a game object to be played over the network.
public NetworkGame(ILobby lobby, IDeterministicGame game)
{
Debug.Assert(lobby != null && game != null);
mLobby = lobby;
mGame = game;
-
- // Begin: Test harness stuff
- lastPressedKeys = new List();
- activePlayer = playerIdentifiers[0];
- paused = false;
-
- // Reset the game - indicate that player #1 (player 0) owns this instance of the game.
-
- mGame.ResetGame(playerIdentifiers, playerIdentifiers[0]);
}
+ ///
+ /// Get the Gamer object for the local player.
+ ///
public LocalNetworkGamer LocalGamer
{
get
{
+ // TODO: Is this the correct way to get the single local gamer?
return mNetworkSession.LocalGamers[0];
}
}
- // I added this as I needed a way to display all gamers not just the first gamer
- // -Brady
+ ///
+ /// Get all the gamers associated with the active network session.
+ ///
public GamerCollection NetworkGamers
{
get
@@ -78,53 +70,99 @@ namespace CS_3505_Project_06
}
- public NetworkSession CreateSession()
+ ///
+ /// Begin a new network session with the local gamer as the host. You must not
+ /// call this method or use JoinSession without first using LeaveSession.
+ ///
+ /// The delegate/method to call when the session is created.
+ public void CreateSession(JoinedSessionDelegate callback)
{
- return CreateSession(mGame.MaximumSupportedPlayers);
+ CreateSession(mGame.MaximumSupportedPlayers, callback);
}
- public NetworkSession CreateSession(int maxGamers)
+ ///
+ /// Begin a new network session with the local gamer as the host. You must not
+ /// call this method or use JoinSession without first using LeaveSession.
+ ///
+ /// Provide the maximum number of players allowed to connect.
+ /// The delegate/method to call when the session is created.
+ public void CreateSession(int maxGamers, JoinedSessionDelegate callback)
{
- Debug.Assert(mNetworkSession == null);
+ Debug.Assert(mNetworkSession == null);
+
+ mJoinedSessionDelegate = callback;
+ NetworkSession.BeginCreate(NetworkSessionType.SystemLink, 1, maxGamers, CreateSessionEnd, null);
+ }
+ private void CreateSessionEnd(IAsyncResult result)
+ {
+ Debug.Assert(mNetworkSession == null);
- mNetworkSession = NetworkSession.Create(NetworkSessionType.SystemLink, 1, maxGamers);
+ mNetworkSession = NetworkSession.EndCreate(result);
mNetworkSession.AllowHostMigration = true;
mNetworkSession.AllowJoinInProgress = false;
- return mNetworkSession;
+ mJoinedSessionDelegate(mNetworkSession, this);
}
- // added so I can test if sessionExists and thus be able to call things on NetworkGame safely
- // -Brady
- public bool sessionExists()
+ ///
+ /// Determine whether or not the network game object is associated with any network session.
+ ///
+ /// True if there exists a NetworkSession; false otherwise.
+ public bool HasActiveSession
{
- return mNetworkSession != null;
+ get
+ {
+ return mNetworkSession != null;
+ }
}
- public AvailableNetworkSessionCollection FindSessions()
+
+ ///
+ /// Find available sessions to join. You should not already be in a session when
+ /// calling this method; call LeaveSession first.
+ ///
+ /// The delegate/method to call when the search finishes.
+ public void FindSessions(FoundSessionsDelegate callback)
+ {
+ Debug.Assert(mNetworkSession == null);
+
+ mFoundSessionsDelegate = callback;
+ NetworkSession.BeginFind(NetworkSessionType.SystemLink, 1, null, new AsyncCallback(FindSessionsEnd), null);
+ }
+ private void FindSessionsEnd(IAsyncResult result)
{
- return NetworkSession.Find(NetworkSessionType.SystemLink, 1, new NetworkSessionProperties());
+ AvailableNetworkSessionCollection sessions = NetworkSession.EndFind(result);
+ mFoundSessionsDelegate(sessions, this);
}
- public NetworkSession JoinSession(AvailableNetworkSession availableSession)
+ ///
+ /// Join a network session found using FindSessions(). This is for joining a game that
+ /// somebody else has already started hosting. You must not already be in a session.
+ ///
+ /// Pass the session object to try to join.
+ /// The delegate/method to call when the search finishes.
+ public void JoinSession(AvailableNetworkSession availableSession, JoinedSessionDelegate callback)
{
Debug.Assert(mNetworkSession == null);
- mNetworkSession = NetworkSession.Join(availableSession);
-
- return mNetworkSession;
+ mJoinedSessionDelegate = callback;
+ NetworkSession.BeginJoin(availableSession, JoinSessionEnd, null);
}
-
- // added to begin the game. I made the LobbyGUI make sure that only the host will call it when everyone is ready.
- // This is already taken care of in the update method below. But it may be nice to allow the host to signal the start
- // rather then having it start automatically. Just a suggestion.
- // -Brady
- public void StartGame()
+ private void JoinSessionEnd(IAsyncResult result)
{
- mNetworkSession.StartGame();
- mNetworkSession.ResetReady();
+ Debug.Assert(mNetworkSession == null);
+
+ mNetworkSession = NetworkSession.EndJoin(result);
+
+ mJoinedSessionDelegate(mNetworkSession, this);
+ mJoinedSessionDelegate = null;
}
+
+ ///
+ /// Leave and dispose of any currently associated network session. You will find yourself
+ /// back in the lobby. You must already be in a session to leave it.
+ ///
public void LeaveSession()
{
Debug.Assert(mNetworkSession != null);
@@ -134,6 +172,9 @@ namespace CS_3505_Project_06
}
+ ///
+ /// Set up the network session to simulate 200ms latency and 10% packet loss.
+ ///
public void SimulateBadNetwork()
{
Debug.Assert(mNetworkSession != null);
@@ -143,6 +184,23 @@ namespace CS_3505_Project_06
}
+ ///
+ /// Indicate that the game should begin (moving players from the lobby to the game).
+ /// You must call CreateSession() before calling this.
+ ///
+ public void StartGame()
+ {
+ Debug.Assert(mNetworkSession != null && mNetworkSession.IsHost);
+
+ mNetworkSession.StartGame();
+ mNetworkSession.ResetReady();
+ }
+
+
+ ///
+ /// Manages the network session and allows either the lobby or game to update.
+ ///
+ /// Pass the time away.
public void Update(GameTime gameTime)
{
if (mNetworkSession == null)
@@ -152,6 +210,7 @@ namespace CS_3505_Project_06
else
{
mNetworkSession.Update();
+ ReadPackets();
if (mNetworkSession.SessionState == NetworkSessionState.Lobby)
{
@@ -169,123 +228,319 @@ namespace CS_3505_Project_06
}
else if (mNetworkSession.SessionState == NetworkSessionState.Playing)
{
- // TODO: in-game update stuff
- UpdateTestHarness(gameTime);
-
- mGame.Update(mTargetTimeSpan);
+ if (HaveNeededEvents)
+ {
+ if (IsLatencyAdjustmentFrame) AdjustLatency();
+ mStallCount = 0;
+ SendLocalEvents();
+ ApplyEvents();
+ mGame.Update(mTargetTimeSpan);
+ }
+ else // Stall!
+ {
+ }
}
}
}
+ ///
+ /// Allows either the lobby or the game to draw, depending on the state
+ /// of the network connection and whether or not a game is in progress.
+ ///
+ /// Pass the time away.
+ /// The sprite batch.
public void Draw(GameTime gameTime, SpriteBatch spriteBatch)
{
- if (mNetworkSession != null)
+ if (mNetworkSession == null)
{
- if (mNetworkSession.SessionState == NetworkSessionState.Playing)
- DrawTestHarness(gameTime, spriteBatch);
- else
- mLobby.Draw(spriteBatch);
+ mLobby.Draw(spriteBatch);
}
else
- mLobby.Draw(spriteBatch);
-
+ {
+ if (mNetworkSession.SessionState == NetworkSessionState.Lobby)
+ {
+ mLobby.Draw(spriteBatch);
+ }
+ else if (mNetworkSession.SessionState == NetworkSessionState.Playing)
+ {
+ mLobby.Draw(spriteBatch);
+ }
+ }
}
+ ///
+ /// Get the chat messages that have been receive since the last time this
+ /// method was called.
+ ///
+ /// List container of the chat messages.
+ public List ReceiveChats()
+ {
+ List chats = mChatPackets;
+ mChatPackets = new List();
+ return chats;
+ }
+ ///
+ /// Send a chat message to all gamers in the session. You should already be
+ /// in a session before calling this method.
+ ///
+ /// The text of the message.
+ public void SendChat(String message)
+ {
+ WriteChat(message);
+ LocalGamer.SendData(mPacketWriter, SendDataOptions.ReliableInOrder);
+ }
- void UpdateTestHarness(GameTime gameTime)
+ ///
+ /// Send a chat message to a specific gamer in the session. You should already
+ /// be in a session before calling this method.
+ ///
+ /// The text of the message.
+ /// The gamer to receive the message.
+ public void SendChat(String message, NetworkGamer recipient)
{
- // Get user's input state.
+ WriteChat(message);
+ LocalGamer.SendData(mPacketWriter, SendDataOptions.ReliableInOrder, recipient);
+ }
- KeyboardState keyState = Keyboard.GetState();
- MouseState mouseState = Mouse.GetState();
- // Make a list of the keys pressed or released this frame.
+ // Private class variable members
+ #region Instance Variables
- List pressedKeys = new List();
- List releasedKeys = new List();
+ NetworkSession mNetworkSession;
+ PacketReader mPacketReader = new PacketReader();
+ PacketWriter mPacketWriter = new PacketWriter();
- Keys[] pressedKeysArray = keyState.GetPressedKeys();
- foreach (Keys k in pressedKeysArray)
- if (!lastPressedKeys.Contains(k))
- pressedKeys.Add(k);
- else
- lastPressedKeys.Remove(k);
+ JoinedSessionDelegate mJoinedSessionDelegate;
+ FoundSessionsDelegate mFoundSessionsDelegate;
- releasedKeys = lastPressedKeys;
- lastPressedKeys = new List(pressedKeysArray);
+ ILobby mLobby;
+ IDeterministicGame mGame;
- // Get mouse button state.
+ List mChatPackets = new List();
- bool buttonPressed = mouseState.LeftButton == ButtonState.Pressed;
+ List mLastPressedKeys = new List();
+ bool mLastButtonPressed;
+
+ int mLatency;
+ long mNextLatencyAdjustmentFrame;
+ int mStallCount;
+ int mAverageOwd;
- /***** Begining of game logic. *****/
+ TimeSpan mTargetTimeSpan = new TimeSpan(166666);
+ public TimeSpan TargetTimeSpan
+ {
+ get
+ {
+ return mTargetTimeSpan;
+ }
+ }
- // Debug - allow user on this machine to direct input to any player's state in the game.
+ #endregion
- if (pressedKeys.Contains(Keys.F1)) activePlayer = playerIdentifiers[0];
- if (pressedKeys.Contains(Keys.F2)) activePlayer = playerIdentifiers[1];
- if (pressedKeys.Contains(Keys.F3)) activePlayer = playerIdentifiers[2];
- if (pressedKeys.Contains(Keys.F4)) activePlayer = playerIdentifiers[3];
- // Debug - allow user on this machine to pause/resume game state advances.
+ // Private implementation methods of the network protocol
+ #region Private Implementation Methods
+
+ enum PacketType
+ {
+ Chat = 1,
+ Event = 2,
+ Stall = 3
+ }
- if (pressedKeys.Contains(Keys.F12) ||
- pressedKeys.Contains(Keys.P) && (keyState.IsKeyDown(Keys.LeftControl) || keyState.IsKeyDown(Keys.RightControl)))
+ enum EventType
+ {
+ KeyDown = 1,
+ KeyUp = 2,
+ MouseDown = 3,
+ MouseUp = 4,
+ MouseMove = 5
+ }
+
+
+ ///
+ /// Reinitialize the private variables in preparation for new game to start.
+ ///
+ void Reset()
+ {
+ mLatency = 1;
+ mNextLatencyAdjustmentFrame = 1;
+ mStallCount = 0;
+ mAverageOwd = AverageOneWayDelay;
+
+ // TODO: The game object needs to be reset, too.
+ //mGame.ResetGame(playerIdentifiers, playerIdentifiers[0]);
+ }
+
+
+ ///
+ /// Allows either the lobby or the game to draw, depending on the state
+ /// of the network connection and whether or not a game is in progress.
+ ///
+ /// Pass the time away.
+ /// The sprite batch.
+ void ReadPackets()
+ {
+ foreach (LocalNetworkGamer gamer in mNetworkSession.LocalGamers)
{
- paused = !paused;
- return; // Don't update on pause start or stop
+ while (gamer.IsDataAvailable)
+ {
+ NetworkGamer sender;
+
+ gamer.ReceiveData(mPacketReader, out sender);
+ PacketType packetId = (PacketType)mPacketReader.ReadByte();
+
+ switch (packetId)
+ {
+ case PacketType.Chat:
+
+ short messageLength = mPacketReader.ReadInt16();
+ char[] message = mPacketReader.ReadChars(messageLength);
+
+ ChatPacket chatPacket = new ChatPacket(sender, new String(message));
+ mChatPackets.Add(chatPacket);
+ break;
+
+ case PacketType.Event:
+
+ short stallCount = mPacketReader.ReadInt16();
+ short averageOwd = mPacketReader.ReadInt16();
+ int frameNumber = mPacketReader.ReadInt32();
+ byte numEvents = mPacketReader.ReadByte();
+
+ for (byte i = 0; i < numEvents; ++i)
+ {
+ ReadEvent(mPacketReader, sender);
+ }
+
+ break;
+
+ case PacketType.Stall:
+
+ byte numStalledPeers = mPacketReader.ReadByte();
+ byte[] stalledPeers = mPacketReader.ReadBytes(numStalledPeers);
+
+ break;
+ }
+ }
}
+ }
- // Debug - automatically pause every 1000 frames.
+ void ReadEvent(PacketReader packetReader, NetworkGamer sender)
+ {
+ EventType eventId = (EventType)packetReader.ReadByte();
+ long applicationFrame = packetReader.ReadInt32();
- if (mGame.CurrentFrameNumber % 1000 == 0 && mGame.CurrentFrameNumber != lastAutoPause)
+ switch (eventId)
{
- paused = true;
- lastAutoPause = mGame.CurrentFrameNumber;
- }
+ case EventType.KeyDown:
+ int keyCode1 = packetReader.ReadInt32();
- //if (pressedKeys.Contains(Keys.Escape))
- // this.Exit();
+ break;
- // Game update
+ case EventType.KeyUp:
- // Direct inputs to the game engine - only report changes.
+ int keyCode2 = packetReader.ReadInt32();
- foreach (Keys k in pressedKeys)
- mGame.ApplyKeyInput(activePlayer, k, true);
+ break;
- foreach (Keys k in releasedKeys)
- mGame.ApplyKeyInput(activePlayer, k, false);
+ case EventType.MouseDown:
- mGame.ApplyMouseLocationInput(activePlayer, mouseState.X, mouseState.Y);
+ byte buttonId1 = packetReader.ReadByte();
- if (lastButtonPressed != buttonPressed)
- mGame.ApplyMouseButtonInput(activePlayer, buttonPressed);
+ break;
- lastButtonPressed = buttonPressed;
+ case EventType.MouseUp:
- if (!paused)
- {
- // Advance the game engine.
+ byte buttonId2 = packetReader.ReadByte();
+
+ break;
+
+ case EventType.MouseMove:
- mGame.Update(mTargetTimeSpan);
+ short x = packetReader.ReadInt16();
+ short y = packetReader.ReadInt16();
+
+ break;
}
}
- void DrawTestHarness(GameTime gameTime, SpriteBatch spriteBatch)
+ void WriteChat(String message)
{
+ mPacketWriter.Write((byte)PacketType.Chat);
+ mPacketWriter.Write((short)message.Length);
+ mPacketWriter.Write(message.ToCharArray());
+ }
- // BEGIN: Test harness stuff.
- if (paused && gameTime.TotalRealTime.Milliseconds < 500)
- spriteBatch.DrawString(font, "-=> Paused <=-", new Vector2(10, 130), Color.White);
- spriteBatch.DrawString(font, "Press [F1]...[F4] to simulate input for each player. Click X's to end game or terminate player.", new Vector2(10, 540), Color.White);
- spriteBatch.DrawString(font, "Press [ESC] to exit and [F12] to pause/unpause. Game auto-pauses every 1000 frames.", new Vector2(10, 570), Color.White);
- //END: Test harness stuff.
+ bool IsLatencyAdjustmentFrame
+ {
+ get
+ {
+ // TODO
+ return false;
+ }
+ }
+
+ void AdjustLatency()
+ {
+ // TODO
+ }
+
+
+ void SendLocalEvents()
+ {
+ // TODO: Not finished.
+
+ KeyboardState keyState = Keyboard.GetState();
+ MouseState mouseState = Mouse.GetState();
+
+ // Make a list of the keys pressed or released this frame.
+
+ List pressedKeys = new List();
+ List releasedKeys = new List();
+
+ Keys[] pressedKeysArray = keyState.GetPressedKeys();
+ foreach (Keys k in pressedKeysArray)
+ if (!mLastPressedKeys.Contains(k))
+ pressedKeys.Add(k);
+ else
+ mLastPressedKeys.Remove(k);
+
+ releasedKeys = mLastPressedKeys;
+ mLastPressedKeys = new List(pressedKeysArray);
+
+ bool buttonPressed = mouseState.LeftButton == ButtonState.Pressed;
+ }
+
+
+ bool HaveNeededEvents
+ {
+ get
+ {
+ // TODO
+ return true;
+ }
+ }
+ void ApplyEvents()
+ {
+ // TODO
}
+
+
+ int AverageOneWayDelay
+ {
+ get
+ {
+ // TODO
+ return 12;
+ }
+ }
+
+ #endregion
}
}