shuffling

This commit is contained in:
Chris Forbes
2010-01-02 12:22:34 +13:00
parent acacd99a71
commit a2a00ae599
17 changed files with 34 additions and 36 deletions

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using System.Collections.Generic;
namespace OpenRa.Game
{
interface IOrderGenerator
{
IEnumerable<Order> Order( int2 xy, MouseInput mi );
void Tick();
void Render();
}
}

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using System.Collections.Generic;
namespace OpenRa.Game.Orders
{
interface IOrderSource
{
void SendLocalOrders(int localFrame, List<Order> localOrders);
List<Order> OrdersForFrame(int currentFrame);
bool IsReadyForFrame(int frameNumber);
}
}

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using System.Collections.Generic;
namespace OpenRa.Game.Orders
{
class LocalOrderSource : IOrderSource
{
Dictionary<int, List<Order>> orders = new Dictionary<int, List<Order>>();
public List<Order> OrdersForFrame(int currentFrame)
{
if (!orders.ContainsKey(currentFrame))
return new List<Order>();
var result = orders[currentFrame];
orders.Remove(currentFrame);
return result;
}
public void SendLocalOrders(int localFrame, List<Order> localOrders)
{
if (localFrame == 0) return;
orders[localFrame] = localOrders;
}
public bool IsReadyForFrame(int frameNumber)
{
return true;
}
}
}

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using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net.Sockets;
using System.Threading;
namespace OpenRa.Game.Orders
{
class NetworkOrderSource : IOrderSource
{
TcpClient socket;
Dictionary<int, List<byte[]>> orderBuffers = new Dictionary<int, List<byte[]>>();
Dictionary<int, bool> gotEverything = new Dictionary<int, bool>();
public NetworkOrderSource(TcpClient socket)
{
this.socket = socket;
this.socket.NoDelay = true;
var reader = new BinaryReader(socket.GetStream());
new Thread(() =>
{
for (; ; )
{
var len = reader.ReadInt32();
var frame = reader.ReadInt32();
var buf = reader.ReadBytes(len - 4);
lock (orderBuffers)
{
if (len == 5 && buf[0] == 0xef) /* got everything marker */
gotEverything[frame] = true;
else
{
/* accumulate this chunk */
if (!orderBuffers.ContainsKey(frame))
orderBuffers[frame] = new List<byte[]> { buf };
else
orderBuffers[frame].Add(buf);
}
}
}
}) { IsBackground = true }.Start();
}
static List<byte[]> NoOrders = new List<byte[]>();
List<byte[]> ExtractOrders(int frame)
{
lock (orderBuffers)
{
List<byte[]> result;
if (!orderBuffers.TryGetValue(frame, out result))
result = NoOrders;
orderBuffers.Remove(frame);
gotEverything.Remove(frame);
return result;
}
}
public List<Order> OrdersForFrame(int currentFrame)
{
var orderData = ExtractOrders(currentFrame);
return orderData.SelectMany(a => a.ToOrderList()).ToList();
}
public void SendLocalOrders(int localFrame, List<Order> localOrders)
{
socket.GetStream().WriteFrameData(localOrders, localFrame);
}
public bool IsReadyForFrame(int frameNumber)
{
lock (orderBuffers)
return gotEverything.ContainsKey(frameNumber);
}
}
}

157
OpenRa.Game/Orders/Order.cs Normal file
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using System;
using System.IO;
using System.Linq;
namespace OpenRa.Game
{
sealed class Order
{
public readonly string OrderString;
readonly uint SubjectId;
readonly uint TargetActorId;
public readonly int2 TargetLocation;
public readonly string TargetString;
public bool IsImmediate;
public Actor Subject { get { return ActorFromUInt(SubjectId); } }
public Actor TargetActor { get { return ActorFromUInt(TargetActorId); } }
public Player Player { get { return Subject.Owner; } }
public Order(string orderString, Actor subject,
Actor targetActor, int2 targetLocation, string targetString)
: this( orderString, UIntFromActor( subject ),
UIntFromActor( targetActor ), targetLocation, targetString ) {}
Order(string orderString, uint subjectId,
uint targetActorId, int2 targetLocation, string targetString)
{
this.OrderString = orderString;
this.SubjectId = subjectId;
this.TargetActorId = targetActorId;
this.TargetLocation = targetLocation;
this.TargetString = targetString;
}
public bool Validate()
{
if ((SubjectId != 0xffffffff) && Subject == null)
return false;
if ((TargetActorId != 0xffffffff) && TargetActor == null)
return false;
return true;
}
public byte[] Serialize()
{
if (IsImmediate) /* chat, whatever */
{
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write((byte)0xfe);
w.Write((uint)Player.Index);
w.Write(OrderString);
w.Write(TargetString);
return ret.ToArray();
}
switch (OrderString)
{
// Format:
// u8 : orderID.
// 0xFF: Full serialized order.
// varies: rest of order.
default:
// TODO: specific serializers for specific orders.
{
var ret = new MemoryStream();
var w = new BinaryWriter(ret);
w.Write( (byte)0xFF );
w.Write(OrderString);
w.Write(SubjectId);
w.Write(TargetActorId);
w.Write(TargetLocation.X);
w.Write(TargetLocation.Y);
w.Write(TargetString != null);
if (TargetString != null)
w.Write(TargetString);
return ret.ToArray();
}
}
}
static Player LookupPlayer(uint index)
{
return Game.players
.Where(x => x.Value.Index == index)
.First().Value;
}
public static Order Deserialize(BinaryReader r)
{
switch (r.ReadByte())
{
case 0xFF:
{
var order = r.ReadString();
var subjectId = r.ReadUInt32();
var targetActorId = r.ReadUInt32();
var targetLocation = new int2(r.ReadInt32(), 0);
targetLocation.Y = r.ReadInt32();
var targetString = null as string;
if (r.ReadBoolean())
targetString = r.ReadString();
return new Order( order, subjectId, targetActorId, targetLocation, targetString);
}
case 0xfe:
{
var playerID = r.ReadUInt32();
var name = r.ReadString();
var data = r.ReadString();
return new Order( name, LookupPlayer( playerID ).PlayerActor, null, int2.Zero, data ) { IsImmediate = true };
}
default:
throw new NotImplementedException();
}
}
static uint UIntFromActor(Actor a)
{
if (a == null) return 0xffffffff;
return a.ActorID;
}
static Actor ActorFromUInt(uint aID)
{
if (aID == 0xFFFFFFFF) return null;
return Game.world.Actors.SingleOrDefault(x => x.ActorID == aID);
}
// Named constructors for Orders.
// Now that Orders are resolved by individual Actors, these are weird; you unpack orders manually, but not pack them.
public static Order Chat(Player subject, string text)
{
return new Order("Chat", subject.PlayerActor, null, int2.Zero, text)
{ IsImmediate = true };
}
public static Order StartProduction(Player subject, string item)
{
return new Order("StartProduction", subject.PlayerActor, null, int2.Zero, item );
}
public static Order PauseProduction(Player subject, string item, bool pause)
{
return new Order("PauseProduction", subject.PlayerActor, null, new int2( pause ? 1 : 0, 0 ), item);
}
public static Order CancelProduction(Player subject, string item)
{
return new Order("CancelProduction", subject.PlayerActor, null, int2.Zero, item);
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
namespace OpenRa.Game.Orders
{
static class OrderIO
{
static void Write(this Stream s, byte[] buf)
{
s.Write(buf, 0, buf.Length);
}
public static void WriteFrameData(this Stream s, IEnumerable<Order> orders, int frameNumber)
{
var ms = new MemoryStream();
ms.Write(BitConverter.GetBytes(frameNumber));
foreach (var order in orders)
ms.Write(order.Serialize());
s.Write(BitConverter.GetBytes((int)ms.Length));
ms.WriteTo(s);
}
public static List<Order> ToOrderList(this byte[] bytes)
{
var ms = new MemoryStream(bytes);
var reader = new BinaryReader(ms);
var ret = new List<Order>();
while (ms.Position < ms.Length)
ret.Add(Order.Deserialize(reader));
return ret;
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace OpenRa.Game.Orders
{
class OrderManager
{
Stream savingReplay;
List<IOrderSource> sources;
int frameNumber = 0;
public int FramesAhead = 3;
public bool GameStarted { get { return frameNumber != 0; } }
public bool IsNetplay { get { return sources.OfType<NetworkOrderSource>().Any(); } }
public void StartGame()
{
if (GameStarted) return;
frameNumber = 1;
foreach (var p in this.sources)
for (int i = frameNumber; i <= FramesAhead; i++)
p.SendLocalOrders(i, new List<Order>());
}
public int FrameNumber { get { return frameNumber; } }
public OrderManager( IEnumerable<IOrderSource> sources )
{
this.sources = sources.ToList();
if (!IsNetplay)
StartGame();
}
public OrderManager( IEnumerable<IOrderSource> sources, string replayFilename )
: this( sources )
{
savingReplay = new FileStream( replayFilename, FileMode.Create );
}
public bool IsReadyForNextFrame
{
get
{
foreach( var p in sources )
if( !p.IsReadyForFrame( frameNumber ) )
return false;
return true;
}
}
void ProcessOrders(int frame, bool save)
{
var orders = sources
.SelectMany(s => s.OrdersForFrame(frame))
.Where(o => o.Validate()) /* drop bogus things */
.OrderBy(o => o.Player.Index)
.ToList();
foreach (var o in orders)
UnitOrders.ProcessOrder(o);
if (save && savingReplay != null)
savingReplay.WriteFrameData(orders, frame);
}
public void TickImmediate()
{
var localOrders = Game.controller.GetRecentOrders(true);
if (localOrders.Count > 0)
foreach (var p in sources)
p.SendLocalOrders(0, localOrders);
ProcessOrders(0, false);
}
public void Tick()
{
var localOrders = Game.controller.GetRecentOrders(false);
foreach( var p in sources )
p.SendLocalOrders( frameNumber + FramesAhead, localOrders );
ProcessOrders(frameNumber, true);
++frameNumber;
// sanity check on the framenumber. This is 2^31 frames maximum, or multiple *years* at 40ms/frame.
if( ( frameNumber & 0x80000000 ) != 0 )
throw new InvalidOperationException( "(OrderManager) Frame number too large" );
}
}
}

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using System.Collections.Generic;
using OpenRa.Game.GameRules;
namespace OpenRa.Game.Orders
{
class PlaceBuildingOrderGenerator : IOrderGenerator
{
readonly Actor Producer;
readonly BuildingInfo Building;
public PlaceBuildingOrderGenerator(Actor producer, string name)
{
Producer = producer;
Building = (BuildingInfo)Rules.UnitInfo[ name ];
}
public IEnumerable<Order> Order(int2 xy, MouseInput mi)
{
if( mi.Button == MouseButton.Left )
{
if (!Game.CanPlaceBuilding(Building, xy, null, true))
{
Sound.Play("nodeply1.aud");
yield break;
}
if (!Game.IsCloseEnoughToBase(Producer.Owner, Building, xy))
{
Sound.Play("nodeply1.aud");
yield break;
}
yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, null, xy, Building.Name);
}
else // rmb
{
Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
}
}
public void Tick()
{
var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.UnitCategory[ Building.Name ] );
if( producing == null || producing.Item != Building.Name || producing.RemainingTime != 0 )
Game.world.AddFrameEndTask( _ => { Game.controller.orderGenerator = null; } );
}
public void Render()
{
Game.worldRenderer.uiOverlay.DrawBuildingGrid( Building );
}
}
}

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using System;
using System.Collections.Generic;
using System.IO;
namespace OpenRa.Game.Orders
{
class ReplayOrderSource : IOrderSource
{
BinaryReader replayReader;
public ReplayOrderSource(string replayFilename)
{
replayReader = new BinaryReader(File.Open(replayFilename, FileMode.Open));
}
public void SendLocalOrders(int localFrame, List<Order> localOrders) { }
public List<Order> OrdersForFrame(int frameNumber)
{
if (frameNumber == 0)
return new List<Order>();
try
{
var len = replayReader.ReadInt32() - 4;
var frame = replayReader.ReadInt32();
var ret = replayReader.ReadBytes(len).ToOrderList();
if (frameNumber != frame)
throw new InvalidOperationException("Attempted time-travel in OrdersForFrame (replay)");
return ret;
}
catch (EndOfStreamException)
{
return new List<Order>();
}
}
public bool IsReadyForFrame(int frameNumber)
{
return true;
}
}
}

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using System.Collections.Generic;
using System.Drawing;
using System.Linq;
namespace OpenRa.Game.Orders
{
class UnitOrderGenerator : IOrderGenerator
{
public readonly List<Actor> selection;
public UnitOrderGenerator( IEnumerable<Actor> selected )
{
selection = selected.ToList();
}
public IEnumerable<Order> Order( int2 xy, MouseInput mi )
{
foreach( var unit in selection )
{
var ret = unit.Order( xy, mi );
if( ret != null )
yield return ret;
}
}
public void Tick()
{
selection.RemoveAll(a => a.IsDead);
}
public void Render()
{
foreach( var a in selection )
Game.worldRenderer.DrawSelectionBox( a, Color.White, true );
}
}
}

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using System.Drawing;
using OpenRa.Game.GameRules;
using OpenRa.Game.Graphics;
using OpenRa.Game.Traits;
namespace OpenRa.Game.Orders
{
static class UnitOrders
{
public static void ProcessOrder( Order order )
{
switch( order.OrderString )
{
case "PlaceBuilding":
{
Game.world.AddFrameEndTask( _ =>
{
var queue = order.Player.PlayerActor.traits.Get<Traits.ProductionQueue>();
var building = (BuildingInfo)Rules.UnitInfo[ order.TargetString ];
var producing = queue.CurrentItem(Rules.UnitCategory[order.TargetString]);
if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
return;
Log.Write( "Player \"{0}\" builds {1}", order.Player.PlayerName, building.Name );
Game.world.Add( new Actor( building, order.TargetLocation - GameRules.Footprint.AdjustForBuildingSize( building ), order.Player ) );
if (order.Player == Game.LocalPlayer)
{
Sound.Play("placbldg.aud");
Sound.Play("build5.aud");
}
queue.FinishProduction(Rules.UnitCategory[building.Name]);
} );
break;
}
case "Chat":
{
Game.chat.AddLine(order.Player, order.TargetString);
break;
}
case "ToggleReady":
{
Game.chat.AddLine(order.Player, "is " + order.TargetString );
break;
}
case "AssignPlayer":
{
Game.LocalPlayer = order.Player;
Game.chat.AddLine(order.Player, "is now YOU.");
break;
}
case "SetName":
{
Game.chat.AddLine(order.Player, "is now known as " + order.TargetString);
order.Player.PlayerName = order.TargetString;
break;
}
case "SetRace":
{
order.Player.Race = order.TargetString == "0" ? Race.Soviet : Race.Allies;
Game.chat.AddLine(order.Player, "is now playing {0}".F(order.Player.Race));
break;
}
case "SetLag":
{
int lag = int.Parse(order.TargetString);
if (Game.orderManager.GameStarted)
{
Game.chat.AddLine(Color.White, "Server", "Failed to change lag to {0} frames".F(lag));
return;
}
Game.orderManager.FramesAhead = lag;
Game.chat.AddLine(Color.White, "Server", "Order lag is now {0} frames.".F(lag));
break;
}
case "SetPalette":
{
int palette = int.Parse(order.TargetString);
Game.chat.AddLine(order.Player, "has changed color to {0}".F(palette));
order.Player.Palette = (PaletteType) palette;
break;
}
case "StartGame":
{
Game.chat.AddLine(Color.White, "Server", "The game has started.");
Game.orderManager.StartGame();
break;
}
case "ChangeMap":
{
Game.chat.AddLine(Color.White, "Server", "Changing map to {0}".F(order.TargetString));
Game.ChangeMap(order.TargetString);
break;
}
default:
{
foreach (var t in order.Subject.traits.WithInterface<IOrder>())
t.ResolveOrder(order.Subject, order);
break;
}
}
}
}
}