Files
OpenRA/OpenRA.Game/GameInformation.cs

182 lines
4.9 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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
{
public class GameInformation
{
public string Mod;
public string Version;
public string MapUid;
public string MapTitle;
/// <summary>Game start timestamp (when the recoding started).</summary>
public DateTime StartTimeUtc;
/// <summary>Game end timestamp (when the recoding stopped).</summary>
public DateTime EndTimeUtc;
/// <summary>Gets the game's duration, from the time the game started until the replay recording stopped.</summary>
public TimeSpan Duration { get { return EndTimeUtc > StartTimeUtc ? EndTimeUtc - StartTimeUtc : TimeSpan.Zero; } }
public IList<Player> Players { get; private set; }
public MapPreview MapPreview { get { return Game.ModData.MapCache[MapUid]; } }
public IEnumerable<Player> HumanPlayers { get { return Players.Where(p => p.IsHuman); } }
public bool IsSinglePlayer { get { return HumanPlayers.Count() == 1; } }
readonly Dictionary<OpenRA.Player, Player> playersByRuntime;
public GameInformation()
{
Players = new List<Player>();
playersByRuntime = new Dictionary<OpenRA.Player, Player>();
}
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<Player>(node.Value));
break;
}
}
return info;
}
catch (YamlException)
{
Log.Write("debug", "GameInformation deserialized invalid MiniYaml:\n{0}".F(data));
throw;
}
}
public string Serialize()
{
var nodes = new List<MiniYamlNode>
{
new MiniYamlNode("Root", FieldSaver.Save(this))
};
for (var i = 0; i < Players.Count; i++)
nodes.Add(new MiniYamlNode("Player@{0}".F(i), FieldSaver.Save(Players[i])));
return nodes.WriteToString();
}
/// <summary>Adds the player information at start-up.</summary>
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.Faction.Name,
FactionId = runtimePlayer.Faction.InternalName,
Color = runtimePlayer.Color,
Team = client.Team,
SpawnPoint = runtimePlayer.SpawnPoint,
IsRandomFaction = runtimePlayer.Faction.InternalName != client.Faction,
IsRandomSpawnPoint = runtimePlayer.SpawnPoint != client.SpawnPoint
};
playersByRuntime.Add(runtimePlayer, player);
Players.Add(player);
}
/// <summary>Gets the player information for the specified runtime player instance.</summary>
public Player GetPlayer(OpenRA.Player runtimePlayer)
{
Player player;
playersByRuntime.TryGetValue(runtimePlayer, out player);
return player;
}
public class Player
{
#region Start-up information
public int ClientIndex;
/// <summary>The player name, not guaranteed to be unique.</summary>
public string Name;
public bool IsHuman;
public bool IsBot;
/// <summary>The faction's display name.</summary>
public string FactionName;
/// <summary>The faction ID, a.k.a. the faction's internal name.</summary>
public string FactionId;
public HSLColor Color;
/// <summary>The team ID on start-up, or 0 if the player is not part of a team.</summary>
public int Team;
public int SpawnPoint;
/// <summary>True if the faction was chosen at random; otherwise, false.</summary>
public bool IsRandomFaction;
/// <summary>True if the spawn point was chosen at random; otherwise, false.</summary>
public bool IsRandomSpawnPoint;
#endregion
#region
/// <summary>The game outcome for this player.</summary>
public WinState Outcome;
/// <summary>The time when this player won or lost the game.</summary>
public DateTime OutcomeTimestampUtc;
#endregion
}
}
}