Files
OpenRA/OpenRA.Game/Network/FrameData.cs

57 lines
1.5 KiB
C#
Executable File

using System;
using System.Collections.Generic;
using System.Linq;
namespace OpenRA.Network
{
class FrameData
{
public struct ClientOrder
{
public int Client;
public Order Order;
}
readonly Dictionary<int, int> clientQuitTimes = new Dictionary<int, int>();
readonly Dictionary<int, Dictionary<int, byte[]>> framePackets = new Dictionary<int, Dictionary<int, byte[]>>();
public IEnumerable<int> ClientsPlayingInFrame( int frame )
{
return clientQuitTimes
.Where( x => frame <= x.Value )
.Select( x => x.Key )
.OrderBy( x => x );
}
public void ClientQuit( int clientId, int lastClientFrame )
{
clientQuitTimes.Add( clientId, lastClientFrame );
}
public void AddFrameOrders( int clientId, int frame, byte[] orders )
{
var frameData = framePackets.GetOrAdd( frame );
frameData.Add( clientId, orders );
}
public bool IsReadyForFrame( int frame )
{
var frameData = framePackets.GetOrAdd( frame );
return ClientsPlayingInFrame( frame )
.All( client => frameData.ContainsKey( client ) );
}
public IEnumerable<ClientOrder> OrdersForFrame( World world, int frame )
{
var frameData = framePackets[ frame ];
var clientData = ClientsPlayingInFrame( frame )
.ToDictionary( k => k, v => frameData[ v ] );
return clientData
.SelectMany( x => x.Value
.ToOrderList( world )
.Select( o => new ClientOrder { Client = x.Key, Order = o } ) );
}
}
}