List of changes: * Better and more filters with new layout, for both mods. * Rename/Delete/Detele all functionality. * Simplified ReplayMetadata class considerably by introducing a new GameInformation data object. The new GameInformation class contains more information than previously available so the new solution is not compatible with old replays, meaning it can't read old replays. * Better and cleaner game information gathering in order to be written at the end of the replay file. * Revert changes to ReplayConnection, no longer necessary. * Better exception message on missing sprites and fonts. * New "SpawnOccupant" class that holds all the information needed by the MapPreviewWidget to visualize a spawn point. It was using Session.Client before and it was necessary to separate it to be able to show information not available at lobby time. * Fix keyboard focus UI bug when closing a window would not remove focus.
231 lines
6.9 KiB
C#
231 lines
6.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Network;
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namespace OpenRA
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{
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/// <summary>
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/// Contains information about a finished game
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/// </summary>
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public class GameInformation
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{
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/// <summary>The map identifier.</summary>
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public string MapUid;
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/// <summary>The map title.</summary>
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public string MapTitle;
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/// <summary>Game start timestamp.</summary>
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public DateTime StartTimeUtc;
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/// <summary>Game end timestamp (when the recoding stopped).</summary>
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public DateTime EndTimeUtc;
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/// <summary>
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/// Gets the game's duration, from the time the game started until the
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/// replay recording stopped.
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/// </summary>
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/// <value>The game's duration.</value>
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public TimeSpan Duration { get { return EndTimeUtc > StartTimeUtc ? EndTimeUtc - StartTimeUtc : TimeSpan.Zero; } }
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/// <summary>
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/// Gets the list of players.
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/// </summary>
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/// <value>The players.</value>
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public IList<Player> Players { get; private set; }
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/// <summary>
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/// Gets the map preview, using <see cref="Game.modData.MapCache"/> and the <see cref="MapUid"/>.
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/// </summary>
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/// <value>The map preview.</value>
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public MapPreview MapPreview { get { return Game.modData.MapCache[MapUid]; } }
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/// <summary>
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/// Gets the human players.
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/// </summary>
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/// <value>The human players.</value>
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public IEnumerable<Player> HumanPlayers { get { return Players.Where(p => p.IsHuman); } }
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/// <summary>
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/// Gets a value indicating whether this instance has just one human player.
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/// </summary>
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/// <value><c>true</c> if this instance has just one human player; otherwise, <c>false</c>.</value>
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public bool IsSinglePlayer { get { return HumanPlayers.Count() == 1; } }
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Dictionary<OpenRA.Player, Player> playersByRuntime;
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/// <summary>
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/// Initializes a new instance of the class.
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/// </summary>
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public GameInformation()
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{
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Players = new List<Player>();
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playersByRuntime = new Dictionary<OpenRA.Player, Player>();
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}
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/// <summary>
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/// Deserialize the specified data into a new instance.
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/// </summary>
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/// <param name="data">Data.</param>
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public static GameInformation Deserialize(string data)
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{
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try
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{
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var info = new GameInformation();
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var nodes = MiniYaml.FromString(data);
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foreach (var node in nodes)
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{
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var keyParts = node.Key.Split('@');
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switch (keyParts[0])
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{
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case "Root":
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FieldLoader.Load(info, node.Value);
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break;
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case "Player":
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info.Players.Add(FieldLoader.Load<Player>(node.Value));
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break;
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}
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}
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return info;
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}
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catch (InvalidOperationException)
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{
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Log.Write("exception", "GameInformation deserialized invalid MiniYaml:\n{0}".F(data));
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throw;
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}
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}
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/// <summary>
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/// Serialize this instance.
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/// </summary>
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public string Serialize()
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{
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var nodes = new List<MiniYamlNode>();
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nodes.Add(new MiniYamlNode("Root", FieldSaver.Save(this)));
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for (var i=0; i<Players.Count; i++)
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nodes.Add(new MiniYamlNode("Player@{0}".F(i), FieldSaver.Save(Players[i])));
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return nodes.WriteToString();
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}
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/// <summary>
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/// Adds the start-up player information.
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/// </summary>
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/// <param name="runtimePlayer">Runtime player.</param>
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/// <param name="lobbyInfo">Lobby info.</param>
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public void AddPlayer(OpenRA.Player runtimePlayer, Session lobbyInfo)
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{
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if (runtimePlayer == null)
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throw new ArgumentNullException("runtimePlayer");
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if (lobbyInfo == null)
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throw new ArgumentNullException("lobbyInfo");
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// We don't care about spectators and map players
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if (runtimePlayer.NonCombatant || !runtimePlayer.Playable)
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return;
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// Find the lobby client that created the runtime player
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var client = lobbyInfo.ClientWithIndex(runtimePlayer.ClientIndex);
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if (client == null)
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return;
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var player = new Player
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{
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ClientIndex = runtimePlayer.ClientIndex,
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Name = runtimePlayer.PlayerName,
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IsHuman = !runtimePlayer.IsBot,
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IsBot = runtimePlayer.IsBot,
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FactionName = runtimePlayer.Country.Name,
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FactionId = runtimePlayer.Country.Race,
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Color = runtimePlayer.Color,
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Team = client.Team,
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SpawnPoint = runtimePlayer.SpawnPoint,
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IsRandomFaction = runtimePlayer.Country.Race != client.Country,
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IsRandomSpawnPoint = runtimePlayer.SpawnPoint != client.SpawnPoint
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};
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playersByRuntime.Add(runtimePlayer, player);
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Players.Add(player);
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}
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/// <summary>
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/// Gets the player information for the specified runtime player instance.
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/// </summary>
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/// <returns>The player, or <c>null</c>.</returns>
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/// <param name="runtimePlayer">Runtime player.</param>
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public Player GetPlayer(OpenRA.Player runtimePlayer)
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{
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Player player;
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playersByRuntime.TryGetValue(runtimePlayer, out player);
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return player;
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}
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/// <summary>Specifies whether the player was defeated, victorious, or there was no outcome defined.</summary>
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public enum GameOutcome
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{
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/// <summary>Unknown outcome.</summary>
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Undefined,
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/// <summary>The player was defeated</summary>
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Defeat,
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/// <summary>The player was victorious</summary>
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Victory
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}
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///<summary>
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/// Information about a player
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/// </summary>
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public class Player
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{
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//
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// Start-up information
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//
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/// <summary>The client index.</summary>
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public int ClientIndex;
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/// <summary>The player name, not guaranteed to be unique.</summary>
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public string Name;
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/// <summary><c>true</c> if the player is a human player; otherwise, <c>false</c>.</summary>
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public bool IsHuman;
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/// <summary><c>true</c> if the player is a bot; otherwise, <c>false</c>.</summary>
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public bool IsBot;
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/// <summary>The faction name (aka Country).</summary>
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public string FactionName;
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/// <summary>The faction id (aka Country, aka Race).</summary>
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public string FactionId;
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/// <summary>The color used by the player in the game.</summary>
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public HSLColor Color;
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/// <summary>The team id on start-up, or 0 if the player is not part of the team.</summary>
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public int Team;
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/// <summary>The index of the spawn point on the map, or 0 if the player is not part of the team.</summary>
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public int SpawnPoint;
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/// <summary><c>true</c> if the faction was chosen at random; otherwise, <c>false</c>.</summary>
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public bool IsRandomFaction;
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/// <summary><c>true</c> if the spawn point was chosen at random; otherwise, <c>false</c>.</summary>
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public bool IsRandomSpawnPoint;
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//
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// Information gathered at a later stage
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//
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/// <summary>The game outcome for this player.</summary>
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public GameOutcome Outcome;
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/// <summary>The time when this player won or lost the game.</summary>
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public DateTime OutcomeTimestampUtc;
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}
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}
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}
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