#region Copyright & License Information /* * Copyright 2007-2014 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Linq; using OpenRA.Graphics; using OpenRA.Network; namespace OpenRA { /// /// Contains information about a finished game /// public class GameInformation { /// The map identifier. public string MapUid; /// The map title. public string MapTitle; /// Game start timestamp. public DateTime StartTimeUtc; /// Game end timestamp (when the recoding stopped). public DateTime EndTimeUtc; /// /// Gets the game's duration, from the time the game started until the /// replay recording stopped. /// /// The game's duration. public TimeSpan Duration { get { return EndTimeUtc > StartTimeUtc ? EndTimeUtc - StartTimeUtc : TimeSpan.Zero; } } /// /// Gets the list of players. /// /// The players. public IList Players { get; private set; } /// /// Gets the map preview, using and the . /// /// The map preview. public MapPreview MapPreview { get { return Game.modData.MapCache[MapUid]; } } /// /// Gets the human players. /// /// The human players. public IEnumerable HumanPlayers { get { return Players.Where(p => p.IsHuman); } } /// /// Gets a value indicating whether this instance has just one human player. /// /// true if this instance has just one human player; otherwise, false. public bool IsSinglePlayer { get { return HumanPlayers.Count() == 1; } } Dictionary playersByRuntime; /// /// Initializes a new instance of the class. /// public GameInformation() { Players = new List(); playersByRuntime = new Dictionary(); } /// /// Deserialize the specified data into a new instance. /// /// Data. public static GameInformation Deserialize(string data) { try { var info = new GameInformation(); var nodes = MiniYaml.FromString(data); foreach (var node in nodes) { var keyParts = node.Key.Split('@'); switch (keyParts[0]) { case "Root": FieldLoader.Load(info, node.Value); break; case "Player": info.Players.Add(FieldLoader.Load(node.Value)); break; } } return info; } catch (InvalidOperationException) { Log.Write("debug", "GameInformation deserialized invalid MiniYaml:\n{0}".F(data)); throw; } } /// /// Serialize this instance. /// public string Serialize() { var nodes = new List(); nodes.Add(new MiniYamlNode("Root", FieldSaver.Save(this))); for (var i=0; i /// Adds the start-up player information. /// /// Runtime player. /// Lobby info. public void AddPlayer(OpenRA.Player runtimePlayer, Session lobbyInfo) { if (runtimePlayer == null) throw new ArgumentNullException("runtimePlayer"); if (lobbyInfo == null) throw new ArgumentNullException("lobbyInfo"); // We don't care about spectators and map players if (runtimePlayer.NonCombatant || !runtimePlayer.Playable) return; // Find the lobby client that created the runtime player var client = lobbyInfo.ClientWithIndex(runtimePlayer.ClientIndex); if (client == null) return; var player = new Player { ClientIndex = runtimePlayer.ClientIndex, Name = runtimePlayer.PlayerName, IsHuman = !runtimePlayer.IsBot, IsBot = runtimePlayer.IsBot, FactionName = runtimePlayer.Country.Name, FactionId = runtimePlayer.Country.Race, Color = runtimePlayer.Color, Team = client.Team, SpawnPoint = runtimePlayer.SpawnPoint, IsRandomFaction = runtimePlayer.Country.Race != client.Country, IsRandomSpawnPoint = runtimePlayer.SpawnPoint != client.SpawnPoint }; playersByRuntime.Add(runtimePlayer, player); Players.Add(player); } /// /// Gets the player information for the specified runtime player instance. /// /// The player, or null. /// Runtime player. public Player GetPlayer(OpenRA.Player runtimePlayer) { Player player; playersByRuntime.TryGetValue(runtimePlayer, out player); return player; } /// Specifies whether the player was defeated, victorious, or there was no outcome defined. public enum GameOutcome { /// Unknown outcome. Undefined, /// The player was defeated Defeat, /// The player was victorious Victory } /// /// Information about a player /// public class Player { // // Start-up information // /// The client index. public int ClientIndex; /// The player name, not guaranteed to be unique. public string Name; /// true if the player is a human player; otherwise, false. public bool IsHuman; /// true if the player is a bot; otherwise, false. public bool IsBot; /// The faction name (aka Country). public string FactionName; /// The faction id (aka Country, aka Race). public string FactionId; /// The color used by the player in the game. public HSLColor Color; /// The team id on start-up, or 0 if the player is not part of the team. public int Team; /// The index of the spawn point on the map, or 0 if the player is not part of the team. public int SpawnPoint; /// true if the faction was chosen at random; otherwise, false. public bool IsRandomFaction; /// true if the spawn point was chosen at random; otherwise, false. public bool IsRandomSpawnPoint; // // Information gathered at a later stage // /// The game outcome for this player. public GameOutcome Outcome; /// The time when this player won or lost the game. public DateTime OutcomeTimestampUtc; } } }