Files
OpenRA/OpenRA.Game/Network/Session.cs
WolfGaming 00698cefff Added in code for Tech Levels using prereqs
and fixed up some kinks of the old system
2014-05-19 03:29:25 +00:00

224 lines
5.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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;
namespace OpenRA.Network
{
public class Session
{
public List<Client> Clients = new List<Client>();
public List<ClientPing> ClientPings = new List<ClientPing>();
// Keyed by the PlayerReference id that the slot corresponds to
public Dictionary<string, Slot> Slots = new Dictionary<string, Slot>();
public Global GlobalSettings = new Global();
public static Session Deserialize(string data)
{
try
{
var session = new Session();
var nodes = MiniYaml.FromString(data);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
switch (strings[0])
{
case "Client":
session.Clients.Add(Client.Deserialize(node.Value));
break;
case "ClientPing":
session.ClientPings.Add(ClientPing.Deserialize(node.Value));
break;
case "GlobalSettings":
session.GlobalSettings = Global.Deserialize(node.Value);
break;
case "Slot":
var s = Slot.Deserialize(node.Value);
session.Slots.Add(s.PlayerReference, s);
break;
}
}
return session;
}
catch (InvalidOperationException)
{
Log.Write("exception", "Session deserialized invalid MiniYaml:\n{0}".F(data));
throw;
}
}
public Client ClientWithIndex(int clientID)
{
return Clients.SingleOrDefault(c => c.Index == clientID);
}
public Client ClientInSlot(string slot)
{
return Clients.SingleOrDefault(c => c.Slot == slot);
}
public string FirstEmptySlot()
{
return Slots.FirstOrDefault(s => !s.Value.Closed && ClientInSlot(s.Key) == null).Key;
}
public string FirstEmptyBotSlot()
{
return Slots.FirstOrDefault(s => !s.Value.Closed && ClientInSlot(s.Key) == null && s.Value.AllowBots).Key;
}
public bool IsSinglePlayer
{
get { return Clients.Count(c => c.Bot == null) == 1; }
}
public enum ClientState { NotReady, Invalid, Ready, Disconnected = 1000 }
public class Client
{
public int Index;
public HSLColor PreferredColor; // Color that the client normally uses from settings.yaml.
public HSLColor Color; // Actual color that the client is using.
// Usually the same as PreferredColor but can be different on maps with locked colors.
public string Country;
public int SpawnPoint;
public string Name;
public string IpAddress;
public ClientState State = ClientState.Invalid;
public int Team;
public string Slot; // slot ID, or null for observer
public string Bot; // Bot type, null for real clients
public int BotControllerClientIndex; // who added the bot to the slot
public bool IsAdmin;
public bool IsReady { get { return State == ClientState.Ready; } }
public bool IsInvalid { get { return State == ClientState.Invalid; } }
public bool IsObserver { get { return Slot == null; } }
public MiniYamlNode Serialize()
{
return new MiniYamlNode("Client@{0}".F(this.Index), FieldSaver.Save(this));
}
public static Client Deserialize(MiniYaml data)
{
return FieldLoader.Load<Client>(data);
}
}
public ClientPing PingFromClient(Client client)
{
return ClientPings.SingleOrDefault(p => p.Index == client.Index);
}
public class ClientPing
{
public int Index;
public int Latency = -1;
public int LatencyJitter = -1;
public int[] LatencyHistory = { };
public MiniYamlNode Serialize()
{
return new MiniYamlNode("ClientPing@{0}".F(this.Index), FieldSaver.Save(this));
}
public static ClientPing Deserialize(MiniYaml data)
{
return FieldLoader.Load<ClientPing>(data);
}
}
public class Slot
{
public string PlayerReference; // playerReference to bind against.
public bool Closed; // host has explicitly closed this slot.
public bool AllowBots;
public bool LockRace;
public bool LockColor;
public bool LockTeam;
public bool LockSpawn;
public bool Required;
public MiniYamlNode Serialize()
{
return new MiniYamlNode("Slot@{0}".F(this.PlayerReference), FieldSaver.Save(this));
}
public static Slot Deserialize(MiniYaml data)
{
return FieldLoader.Load<Slot>(data);
}
}
public class Global
{
public string ServerName;
public string Map;
public int OrderLatency = 3; // net tick frames (x 120 = ms)
public int RandomSeed = 0;
public bool FragileAlliances = false; // Allow diplomatic stance changes after game start.
public bool AllowCheats = false;
public bool AllowSpectators = true;
public bool Dedicated;
public string Difficulty;
public bool Crates = true;
public bool Shroud = true;
public bool Fog = true;
public bool AllyBuildRadius = true;
public int StartingCash = 5000;
public String TechLevel = "none";
public string StartingUnitsClass = "none";
public bool AllowVersionMismatch;
public string GameUid;
public MiniYamlNode Serialize()
{
return new MiniYamlNode("GlobalSettings", FieldSaver.Save(this));
}
public static Global Deserialize(MiniYaml data)
{
return FieldLoader.Load<Global>(data);
}
}
public string Serialize()
{
var sessionData = new List<MiniYamlNode>();
foreach (var client in Clients)
sessionData.Add(client.Serialize());
foreach (var clientPing in ClientPings)
sessionData.Add(clientPing.Serialize());
foreach (var slot in Slots)
sessionData.Add(slot.Value.Serialize());
sessionData.Add(GlobalSettings.Serialize());
return sessionData.WriteToString();
}
}
}