Before changing Piece[,] to Dictionary<string,Piece>
This commit is contained in:
@@ -10,8 +10,4 @@
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<PackageReference Include="BenchmarkDotNet" Version="0.12.1" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Gameboard.ShogiUI.Rules\Gameboard.ShogiUI.Rules.csproj" />
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</ItemGroup>
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</Project>
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@@ -1,7 +1,6 @@
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using BenchmarkDotNet.Attributes;
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using BenchmarkDotNet.Engines;
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using BenchmarkDotNet.Running;
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using Gameboard.ShogiUI.Rules;
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using System;
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using System.Linq;
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using System.Numerics;
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@@ -10,7 +9,6 @@ namespace Benchmarking
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{
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public class Benchmarks
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{
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private readonly Move[] moves;
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private readonly Vector2[] directions;
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private readonly Consumer consumer = new();
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@@ -48,21 +46,11 @@ namespace Benchmarking
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//[Benchmark]
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public void One()
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{
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var board = new ShogiBoard();
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foreach (var move in moves)
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{
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board.Move(move);
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}
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}
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//[Benchmark]
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public void Two()
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{
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var board = new ShogiBoard();
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foreach (var move in moves)
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{
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//board.TryMove2(move);
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}
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}
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@@ -1,14 +0,0 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net5.0</TargetFramework>
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<EnableNETAnalyzers>true</EnableNETAnalyzers>
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<AnalysisLevel>5</AnalysisLevel>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\PathFinding\PathFinding.csproj" />
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</ItemGroup>
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</Project>
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@@ -1,27 +0,0 @@
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using System.Diagnostics;
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using System.Numerics;
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namespace Gameboard.ShogiUI.Rules
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{
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[DebuggerDisplay("{From} - {To}")]
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public class Move
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{
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public WhichPiece? PieceFromHand { get; }
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public Vector2? From { get; }
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public Vector2 To { get; }
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public bool IsPromotion { get; }
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public Move(Vector2 from, Vector2 to, bool isPromotion)
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{
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From = from;
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To = to;
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IsPromotion = isPromotion;
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}
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public Move(WhichPiece pieceFromHand, Vector2 to)
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{
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PieceFromHand = pieceFromHand;
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To = to;
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}
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}
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}
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@@ -1,39 +0,0 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Bishop : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(4)
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{
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new PathFinding.Move(Direction.UpLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.UpRight, Distance.MultiStep),
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new PathFinding.Move(Direction.DownLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.DownRight, Distance.MultiStep)
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};
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private static readonly List<PathFinding.Move> PromotedMoves = new(8)
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{
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new PathFinding.Move(Direction.Up),
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new PathFinding.Move(Direction.Left),
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new PathFinding.Move(Direction.Right),
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new PathFinding.Move(Direction.Down),
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new PathFinding.Move(Direction.UpLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.UpRight, Distance.MultiStep),
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new PathFinding.Move(Direction.DownLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.DownRight, Distance.MultiStep)
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};
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public Bishop(WhichPlayer owner) : base(WhichPiece.Bishop, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, PromotedMoves);
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}
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public override Piece DeepClone()
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{
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var clone = new Bishop(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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@@ -1,30 +0,0 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class GoldenGeneral : Piece
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{
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public static readonly List<PathFinding.Move> Moves = new(6)
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{
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new PathFinding.Move(Direction.Up),
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new PathFinding.Move(Direction.UpLeft),
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new PathFinding.Move(Direction.UpRight),
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new PathFinding.Move(Direction.Left),
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new PathFinding.Move(Direction.Right),
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new PathFinding.Move(Direction.Down)
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};
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public GoldenGeneral(WhichPlayer owner) : base(WhichPiece.GoldGeneral, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new GoldenGeneral(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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@@ -1,32 +0,0 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class King : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(8)
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{
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new PathFinding.Move(Direction.Up),
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new PathFinding.Move(Direction.Left),
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new PathFinding.Move(Direction.Right),
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new PathFinding.Move(Direction.Down),
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new PathFinding.Move(Direction.UpLeft),
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new PathFinding.Move(Direction.UpRight),
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new PathFinding.Move(Direction.DownLeft),
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new PathFinding.Move(Direction.DownRight)
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};
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public King(WhichPlayer owner) : base(WhichPiece.King, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new King(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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@@ -1,27 +0,0 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Knight : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(2)
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{
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new PathFinding.Move(Direction.KnightLeft),
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new PathFinding.Move(Direction.KnightRight)
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};
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public Knight(WhichPlayer owner) : base(WhichPiece.Knight, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new Knight(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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@@ -1,26 +0,0 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Lance : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(1)
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{
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new PathFinding.Move(Direction.Up, Distance.MultiStep),
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};
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public Lance(WhichPlayer owner) : base(WhichPiece.Lance, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new Lance(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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@@ -1,26 +0,0 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Pawn : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(1)
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{
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new PathFinding.Move(Direction.Up)
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};
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public Pawn(WhichPlayer owner) : base(WhichPiece.Pawn, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new Pawn(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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@@ -1,47 +0,0 @@
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using PathFinding;
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using System.Diagnostics;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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[DebuggerDisplay("{WhichPiece} {Owner}")]
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public abstract class Piece : IPlanarElement
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{
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protected MoveSet promotedMoveSet;
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protected MoveSet moveSet;
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public MoveSet MoveSet => IsPromoted ? promotedMoveSet : moveSet;
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public abstract Piece DeepClone();
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public WhichPiece WhichPiece { get; }
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public WhichPlayer Owner { get; private set; }
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public bool IsPromoted { get; private set; }
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public bool IsUpsideDown => Owner == WhichPlayer.Player2;
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public Piece(WhichPiece piece, WhichPlayer owner)
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{
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WhichPiece = piece;
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Owner = owner;
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IsPromoted = false;
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}
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public bool CanPromote => !IsPromoted
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&& WhichPiece != WhichPiece.King
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&& WhichPiece != WhichPiece.GoldGeneral;
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public void ToggleOwnership()
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{
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Owner = Owner == WhichPlayer.Player1
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? WhichPlayer.Player2
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: WhichPlayer.Player1;
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}
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public void Promote() => IsPromoted = CanPromote;
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public void Demote() => IsPromoted = false;
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public void Capture()
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{
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ToggleOwnership();
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Demote();
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}
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}
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}
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@@ -1,39 +0,0 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Rook : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(4)
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{
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new PathFinding.Move(Direction.Up, Distance.MultiStep),
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new PathFinding.Move(Direction.Left, Distance.MultiStep),
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new PathFinding.Move(Direction.Right, Distance.MultiStep),
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new PathFinding.Move(Direction.Down, Distance.MultiStep)
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};
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private static readonly List<PathFinding.Move> PromotedMoves = new(8)
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{
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new PathFinding.Move(Direction.Up, Distance.MultiStep),
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new PathFinding.Move(Direction.Left, Distance.MultiStep),
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new PathFinding.Move(Direction.Right, Distance.MultiStep),
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new PathFinding.Move(Direction.Down, Distance.MultiStep),
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new PathFinding.Move(Direction.UpLeft),
|
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new PathFinding.Move(Direction.UpRight),
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new PathFinding.Move(Direction.DownLeft),
|
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new PathFinding.Move(Direction.DownRight)
|
||||
};
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public Rook(WhichPlayer owner) : base(WhichPiece.Rook, owner)
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{
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moveSet = new MoveSet(this, Moves);
|
||||
promotedMoveSet = new MoveSet(this, PromotedMoves);
|
||||
}
|
||||
|
||||
public override Piece DeepClone()
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{
|
||||
var clone = new Rook(Owner);
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||||
if (IsPromoted) clone.Promote();
|
||||
return clone;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,29 +0,0 @@
|
||||
using PathFinding;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Gameboard.ShogiUI.Rules.Pieces
|
||||
{
|
||||
public class SilverGeneral : Piece
|
||||
{
|
||||
private static readonly List<PathFinding.Move> Moves = new(4)
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||||
{
|
||||
new PathFinding.Move(Direction.Up),
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||||
new PathFinding.Move(Direction.UpLeft),
|
||||
new PathFinding.Move(Direction.UpRight),
|
||||
new PathFinding.Move(Direction.DownLeft),
|
||||
new PathFinding.Move(Direction.DownRight)
|
||||
};
|
||||
public SilverGeneral(WhichPlayer owner) : base(WhichPiece.SilverGeneral, owner)
|
||||
{
|
||||
moveSet = new MoveSet(this, Moves);
|
||||
promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
|
||||
}
|
||||
|
||||
public override Piece DeepClone()
|
||||
{
|
||||
var clone = new SilverGeneral(Owner);
|
||||
if (IsPromoted) clone.Promote();
|
||||
return clone;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
namespace Gameboard.ShogiUI.Rules
|
||||
{
|
||||
public enum WhichPiece
|
||||
{
|
||||
King,
|
||||
GoldGeneral,
|
||||
SilverGeneral,
|
||||
Bishop,
|
||||
Rook,
|
||||
Knight,
|
||||
Lance,
|
||||
Pawn
|
||||
}
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
namespace Gameboard.ShogiUI.Rules
|
||||
{
|
||||
public enum WhichPlayer
|
||||
{
|
||||
Player1,
|
||||
Player2
|
||||
}
|
||||
}
|
||||
@@ -6,13 +6,13 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages
|
||||
public class JoinByCodeRequest : IRequest
|
||||
{
|
||||
public ClientAction Action { get; set; }
|
||||
public string JoinCode { get; set; }
|
||||
public string JoinCode { get; set; } = "";
|
||||
}
|
||||
|
||||
public class JoinGameRequest : IRequest
|
||||
{
|
||||
public ClientAction Action { get; set; }
|
||||
public string GameName { get; set; }
|
||||
public string GameName { get; set; } = "";
|
||||
}
|
||||
|
||||
public class JoinGameResponse : IResponse
|
||||
@@ -25,6 +25,9 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages
|
||||
public JoinGameResponse(ClientAction action)
|
||||
{
|
||||
Action = action.ToString();
|
||||
Error = "";
|
||||
GameName = "";
|
||||
PlayerName = "";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Interfaces;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages
|
||||
{
|
||||
@@ -13,11 +14,13 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages
|
||||
{
|
||||
public string Action { get; }
|
||||
public string Error { get; set; }
|
||||
public ICollection<Game> Games { get; set; }
|
||||
public IReadOnlyList<Game> Games { get; set; }
|
||||
|
||||
public ListGamesResponse(ClientAction action)
|
||||
{
|
||||
Action = action.ToString();
|
||||
Error = "";
|
||||
Games = new Collection<Game>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,19 +1,22 @@
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Interfaces;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages
|
||||
{
|
||||
public class LoadGameRequest : IRequest
|
||||
{
|
||||
public ClientAction Action { get; set; }
|
||||
public string GameName { get; set; }
|
||||
public string GameName { get; set; } = "";
|
||||
}
|
||||
|
||||
public class LoadGameResponse : IResponse
|
||||
{
|
||||
public string Action { get; }
|
||||
public Game Game { get; set; }
|
||||
public WhichPlayer PlayerPerspective { get; set; }
|
||||
public BoardState BoardState { get; set; }
|
||||
public IList<Move> MoveHistory { get; set; }
|
||||
public string Error { get; set; }
|
||||
|
||||
public LoadGameResponse(ClientAction action)
|
||||
|
||||
@@ -8,5 +8,7 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types
|
||||
public Piece[,] Board { get; set; } = new Piece[0, 0];
|
||||
public IReadOnlyCollection<Piece> Player1Hand { get; set; } = Array.Empty<Piece>();
|
||||
public IReadOnlyCollection<Piece> Player2Hand { get; set; } = Array.Empty<Piece>();
|
||||
public WhichPlayer? PlayerInCheck { get; set; }
|
||||
public WhichPlayer WhoseTurn { get; set; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,33 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types
|
||||
{
|
||||
public class Game
|
||||
{
|
||||
public string Player1 { get; set; } = string.Empty;
|
||||
public string? Player2 { get; set; } = string.Empty;
|
||||
public string GameName { get; set; } = string.Empty;
|
||||
/// <summary>
|
||||
/// Players[0] is the session owner, Players[1] is the other guy
|
||||
/// Players[0] is the session owner, Players[1] is the other person.
|
||||
/// </summary>
|
||||
public IReadOnlyList<string> Players { get; set; } = Array.Empty<string>();
|
||||
public IReadOnlyList<string> Players
|
||||
{
|
||||
get
|
||||
{
|
||||
var list = new List<string>(2) { Player1 };
|
||||
if (!string.IsNullOrEmpty(Player2)) list.Add(Player2);
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public Game()
|
||||
{
|
||||
}
|
||||
public Game(string gameName, string player1, string? player2 = null)
|
||||
{
|
||||
GameName = gameName;
|
||||
Player1 = player1;
|
||||
Player2 = player2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "PathFinding", "PathFinding\
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "CouchDB", "CouchDB\CouchDB.csproj", "{EDFED1DF-253D-463B-842A-0B66F95214A7}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.Rules", "Gameboard.ShogiUI.Rules\Gameboard.ShogiUI.Rules.csproj", "{D7130FAF-CEC4-4567-A9F0-22C060E9B508}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Gameboard.ShogiUI.xUnitTests", "Gameboard.ShogiUI.xUnitTests\Gameboard.ShogiUI.xUnitTests.csproj", "{12530716-C11E-40CE-9F71-CCCC243F03E1}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
@@ -49,16 +49,17 @@ Global
|
||||
{EDFED1DF-253D-463B-842A-0B66F95214A7}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{EDFED1DF-253D-463B-842A-0B66F95214A7}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{EDFED1DF-253D-463B-842A-0B66F95214A7}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{D7130FAF-CEC4-4567-A9F0-22C060E9B508}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{D7130FAF-CEC4-4567-A9F0-22C060E9B508}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{D7130FAF-CEC4-4567-A9F0-22C060E9B508}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{D7130FAF-CEC4-4567-A9F0-22C060E9B508}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{12530716-C11E-40CE-9F71-CCCC243F03E1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{12530716-C11E-40CE-9F71-CCCC243F03E1}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{12530716-C11E-40CE-9F71-CCCC243F03E1}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{12530716-C11E-40CE-9F71-CCCC243F03E1}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(NestedProjects) = preSolution
|
||||
{DC8A933A-DBCB-46B9-AA0B-7B3DC9E763F3} = {F35A56FB-B8D8-4CB7-ABF6-D40049C9B42E}
|
||||
{12530716-C11E-40CE-9F71-CCCC243F03E1} = {F35A56FB-B8D8-4CB7-ABF6-D40049C9B42E}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {1D0B04F2-0DA1-4CB4-A82A-5A1C3B52ACEB}
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using Gameboard.ShogiUI.Sockets.Managers;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories.RepositoryManagers;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Api.Messages;
|
||||
using Microsoft.AspNetCore.Authorization;
|
||||
using Microsoft.AspNetCore.Mvc;
|
||||
@@ -14,14 +13,14 @@ namespace Gameboard.ShogiUI.Sockets.Controllers
|
||||
[Route("[controller]")]
|
||||
public class GameController : ControllerBase
|
||||
{
|
||||
private readonly IGameboardRepositoryManager manager;
|
||||
private readonly ISocketCommunicationManager communicationManager;
|
||||
private readonly IGameboardManager manager;
|
||||
private readonly ISocketConnectionManager communicationManager;
|
||||
private readonly IGameboardRepository repository;
|
||||
|
||||
public GameController(
|
||||
IGameboardRepository repository,
|
||||
IGameboardRepositoryManager manager,
|
||||
ISocketCommunicationManager communicationManager)
|
||||
IGameboardManager manager,
|
||||
ISocketConnectionManager communicationManager)
|
||||
{
|
||||
this.manager = manager;
|
||||
this.communicationManager = communicationManager;
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using Gameboard.ShogiUI.Sockets.Managers;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories.RepositoryManagers;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Api.Messages;
|
||||
using Microsoft.AspNetCore.Authorization;
|
||||
using Microsoft.AspNetCore.Mvc;
|
||||
@@ -17,13 +16,13 @@ namespace Gameboard.ShogiUI.Sockets.Controllers
|
||||
{
|
||||
private readonly ILogger<SocketController> logger;
|
||||
private readonly ISocketTokenManager tokenManager;
|
||||
private readonly IGameboardRepositoryManager gameboardManager;
|
||||
private readonly IGameboardManager gameboardManager;
|
||||
private readonly IGameboardRepository gameboardRepository;
|
||||
|
||||
public SocketController(
|
||||
ILogger<SocketController> logger,
|
||||
ISocketTokenManager tokenManager,
|
||||
IGameboardRepositoryManager gameboardManager,
|
||||
IGameboardManager gameboardManager,
|
||||
IGameboardRepository gameboardRepository)
|
||||
{
|
||||
this.logger = logger;
|
||||
|
||||
@@ -1,14 +1,13 @@
|
||||
using Gameboard.ShogiUI.Rules;
|
||||
using Gameboard.ShogiUI.Rules.Pieces;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using System;
|
||||
using System.Text;
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
namespace Gameboard.ShogiUI.Sockets.Extensions
|
||||
{
|
||||
public static class BoardStateExtensions
|
||||
public static class ModelExtensions
|
||||
{
|
||||
public static string GetShortName(this Piece self)
|
||||
public static string GetShortName(this Models.Piece self)
|
||||
{
|
||||
var name = self.WhichPiece switch
|
||||
{
|
||||
@@ -27,7 +26,7 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
return name;
|
||||
}
|
||||
|
||||
public static void PrintStateAsAscii(this ShogiBoard self)
|
||||
public static void PrintStateAsAscii(this Models.Shogi self)
|
||||
{
|
||||
var builder = new StringBuilder();
|
||||
builder.Append(" Player 2(.)");
|
||||
@@ -41,7 +40,7 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
builder.Append('|');
|
||||
for (var x = 0; x < 9; x++)
|
||||
{
|
||||
var piece = self.Board[x, y];
|
||||
var piece = self.Board[y, x];
|
||||
if (piece == null)
|
||||
{
|
||||
builder.Append(" ");
|
||||
@@ -8,14 +8,7 @@
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Remove="Repositories\CouchModels\Readme.md" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Include="Repositories\CouchModels\Readme.md" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="FluentValidation" Version="10.3.0" />
|
||||
<PackageReference Include="IdentityModel" Version="5.0.0" />
|
||||
<PackageReference Include="Microsoft.AspNetCore.Authentication.AzureAD.UI" Version="5.0.2" />
|
||||
<PackageReference Include="Microsoft.AspNetCore.Authentication.JwtBearer" Version="5.0.2" />
|
||||
@@ -26,8 +19,8 @@
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\CouchDB\CouchDB.csproj" />
|
||||
<ProjectReference Include="..\Gameboard.ShogiUI.Rules\Gameboard.ShogiUI.Rules.csproj" />
|
||||
<ProjectReference Include="..\Gameboard.ShogiUI.Sockets.ServiceModels\Gameboard.ShogiUI.Sockets.ServiceModels.csproj" />
|
||||
<ProjectReference Include="..\PathFinding\PathFinding.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
|
||||
|
||||
33
Gameboard.ShogiUI.Sockets/Managers/ActiveSessionManager.cs
Normal file
33
Gameboard.ShogiUI.Sockets/Managers/ActiveSessionManager.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using System.Collections.Concurrent;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Managers
|
||||
{
|
||||
public interface IActiveSessionManager
|
||||
{
|
||||
void Add(Session session);
|
||||
Session? Get(string sessionName);
|
||||
}
|
||||
|
||||
// TODO: Consider moving this class' functionality into the ConnectionManager class.
|
||||
public class ActiveSessionManager : IActiveSessionManager
|
||||
{
|
||||
private readonly ConcurrentDictionary<string, Session> Sessions;
|
||||
|
||||
public ActiveSessionManager()
|
||||
{
|
||||
Sessions = new ConcurrentDictionary<string, Session>();
|
||||
}
|
||||
|
||||
public void Add(Session session) => Sessions.TryAdd(session.Name, session);
|
||||
|
||||
public Session? Get(string sessionName)
|
||||
{
|
||||
if (Sessions.TryGetValue(sessionName, out var session))
|
||||
{
|
||||
return session;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,32 +0,0 @@
|
||||
using Gameboard.ShogiUI.Rules;
|
||||
using System.Collections.Concurrent;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Managers
|
||||
{
|
||||
public interface IBoardManager
|
||||
{
|
||||
void Add(string sessionName, ShogiBoard board);
|
||||
ShogiBoard? Get(string sessionName);
|
||||
}
|
||||
|
||||
public class BoardManager : IBoardManager
|
||||
{
|
||||
private readonly ConcurrentDictionary<string, ShogiBoard> Boards;
|
||||
|
||||
public BoardManager()
|
||||
{
|
||||
Boards = new ConcurrentDictionary<string, ShogiBoard>();
|
||||
}
|
||||
|
||||
public void Add(string sessionName, ShogiBoard board) => Boards.TryAdd(sessionName, board);
|
||||
|
||||
public ShogiBoard? Get(string sessionName)
|
||||
{
|
||||
if (Boards.TryGetValue(sessionName, out var board))
|
||||
{
|
||||
return board;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,4 @@
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories.RepositoryManagers;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
@@ -14,20 +13,20 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
// It can be an API route and still tell socket connections about the new session.
|
||||
public class CreateGameHandler : ICreateGameHandler
|
||||
{
|
||||
private readonly IGameboardRepositoryManager manager;
|
||||
private readonly ISocketCommunicationManager communicationManager;
|
||||
private readonly IGameboardManager manager;
|
||||
private readonly ISocketConnectionManager connectionManager;
|
||||
|
||||
public CreateGameHandler(
|
||||
ISocketCommunicationManager communicationManager,
|
||||
IGameboardRepositoryManager manager)
|
||||
ISocketConnectionManager communicationManager,
|
||||
IGameboardManager manager)
|
||||
{
|
||||
this.manager = manager;
|
||||
this.communicationManager = communicationManager;
|
||||
this.connectionManager = communicationManager;
|
||||
}
|
||||
|
||||
public async Task Handle(CreateGameRequest request, string userName)
|
||||
{
|
||||
var model = new Session(request.GameName, request.IsPrivate, userName);
|
||||
var model = new SessionMetadata(request.GameName, request.IsPrivate, userName, null);
|
||||
var success = await manager.CreateSession(model);
|
||||
|
||||
if (!success)
|
||||
@@ -36,7 +35,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
{
|
||||
Error = "Unable to create game with this name."
|
||||
};
|
||||
await communicationManager.BroadcastToPlayers(error, userName);
|
||||
await connectionManager.BroadcastToPlayers(error, userName);
|
||||
}
|
||||
|
||||
var response = new CreateGameResponse(request.Action)
|
||||
@@ -46,8 +45,8 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
};
|
||||
|
||||
var task = request.IsPrivate
|
||||
? communicationManager.BroadcastToPlayers(response, userName)
|
||||
: communicationManager.BroadcastToAll(response);
|
||||
? connectionManager.BroadcastToPlayers(response, userName)
|
||||
: connectionManager.BroadcastToAll(response);
|
||||
|
||||
await task;
|
||||
}
|
||||
|
||||
@@ -11,10 +11,10 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
public class JoinByCodeHandler : IJoinByCodeHandler
|
||||
{
|
||||
private readonly IGameboardRepository repository;
|
||||
private readonly ISocketCommunicationManager communicationManager;
|
||||
private readonly ISocketConnectionManager communicationManager;
|
||||
|
||||
public JoinByCodeHandler(
|
||||
ISocketCommunicationManager communicationManager,
|
||||
ISocketConnectionManager communicationManager,
|
||||
IGameboardRepository repository)
|
||||
{
|
||||
this.repository = repository;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
@@ -10,40 +10,34 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
}
|
||||
public class JoinGameHandler : IJoinGameHandler
|
||||
{
|
||||
private readonly IGameboardRepository gameboardRepository;
|
||||
private readonly ISocketCommunicationManager communicationManager;
|
||||
private readonly IGameboardManager gameboardManager;
|
||||
private readonly ISocketConnectionManager connectionManager;
|
||||
public JoinGameHandler(
|
||||
ISocketCommunicationManager communicationManager,
|
||||
IGameboardRepository gameboardRepository)
|
||||
ISocketConnectionManager communicationManager,
|
||||
IGameboardManager gameboardManager)
|
||||
{
|
||||
this.gameboardRepository = gameboardRepository;
|
||||
this.communicationManager = communicationManager;
|
||||
this.gameboardManager = gameboardManager;
|
||||
this.connectionManager = communicationManager;
|
||||
}
|
||||
|
||||
public async Task Handle(JoinGameRequest request, string userName)
|
||||
{
|
||||
//var request = JsonConvert.DeserializeObject<JoinGameRequest>(json);
|
||||
var joinSucceeded = await gameboardManager.AssignPlayer2ToSession(request.GameName, userName);
|
||||
|
||||
//var joinSucceeded = await gameboardRepository.PutJoinPublicSession(new PutJoinPublicSession
|
||||
//{
|
||||
// PlayerName = userName,
|
||||
// SessionName = request.GameName
|
||||
//});
|
||||
|
||||
//var response = new JoinGameResponse(ClientAction.JoinGame)
|
||||
//{
|
||||
// PlayerName = userName,
|
||||
// GameName = request.GameName
|
||||
//};
|
||||
//if (joinSucceeded)
|
||||
//{
|
||||
// await communicationManager.BroadcastToAll(response);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// response.Error = "Game is full.";
|
||||
// await communicationManager.BroadcastToPlayers(response, userName);
|
||||
//}
|
||||
var response = new JoinGameResponse(ClientAction.JoinGame)
|
||||
{
|
||||
PlayerName = userName,
|
||||
GameName = request.GameName
|
||||
};
|
||||
if (joinSucceeded)
|
||||
{
|
||||
await connectionManager.BroadcastToAll(response);
|
||||
}
|
||||
else
|
||||
{
|
||||
response.Error = "Game is full or does not exist.";
|
||||
await connectionManager.BroadcastToPlayers(response, userName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,15 +11,13 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
Task Handle(ListGamesRequest request, string userName);
|
||||
}
|
||||
|
||||
// TODO: This doesn't need to be a socket action.
|
||||
// It can be an HTTP route.
|
||||
public class ListGamesHandler : IListGamesHandler
|
||||
{
|
||||
private readonly ISocketCommunicationManager communicationManager;
|
||||
private readonly ISocketConnectionManager communicationManager;
|
||||
private readonly IGameboardRepository repository;
|
||||
|
||||
public ListGamesHandler(
|
||||
ISocketCommunicationManager communicationManager,
|
||||
ISocketConnectionManager communicationManager,
|
||||
IGameboardRepository repository)
|
||||
{
|
||||
this.communicationManager = communicationManager;
|
||||
@@ -28,12 +26,12 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
|
||||
public async Task Handle(ListGamesRequest _, string userName)
|
||||
{
|
||||
var sessions = await repository.ReadSessions();
|
||||
var games = sessions.Select(s => s.ToServiceModel()); // yuck
|
||||
var sessions = await repository.ReadSessionMetadatas();
|
||||
var games = sessions.Select(s => new Game(s.Name, s.Player1, s.Player2)).ToList();
|
||||
|
||||
var response = new ListGamesResponse(ClientAction.ListGames)
|
||||
{
|
||||
Games = games.ToList()
|
||||
Games = games
|
||||
};
|
||||
|
||||
await communicationManager.BroadcastToPlayers(response, userName);
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Gameboard.ShogiUI.Rules;
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
@@ -20,14 +20,14 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
{
|
||||
private readonly ILogger<LoadGameHandler> logger;
|
||||
private readonly IGameboardRepository gameboardRepository;
|
||||
private readonly ISocketCommunicationManager communicationManager;
|
||||
private readonly IBoardManager boardManager;
|
||||
private readonly ISocketConnectionManager communicationManager;
|
||||
private readonly IActiveSessionManager boardManager;
|
||||
|
||||
public LoadGameHandler(
|
||||
ILogger<LoadGameHandler> logger,
|
||||
ISocketCommunicationManager communicationManager,
|
||||
ISocketConnectionManager communicationManager,
|
||||
IGameboardRepository gameboardRepository,
|
||||
IBoardManager boardManager)
|
||||
IActiveSessionManager boardManager)
|
||||
{
|
||||
this.logger = logger;
|
||||
this.gameboardRepository = gameboardRepository;
|
||||
@@ -37,10 +37,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
|
||||
public async Task Handle(LoadGameRequest request, string userName)
|
||||
{
|
||||
var readSession = gameboardRepository.ReadSession(request.GameName);
|
||||
var readStates = gameboardRepository.ReadBoardStates(request.GameName);
|
||||
|
||||
var sessionModel = await readSession;
|
||||
var sessionModel = await gameboardRepository.ReadSession(request.GameName);
|
||||
if (sessionModel == null)
|
||||
{
|
||||
logger.LogWarning("{action} - {user} was unable to load session named {session}.", ClientAction.LoadGame, userName, request.GameName);
|
||||
@@ -50,18 +47,13 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
}
|
||||
|
||||
communicationManager.SubscribeToGame(sessionModel, userName);
|
||||
var boardStates = await readStates;
|
||||
var moveModels = boardStates
|
||||
.Where(_ => _.Move != null)
|
||||
.Select(_ => _.Move!.ToRulesModel())
|
||||
.ToList();
|
||||
var shogiBoard = new ShogiBoard(moveModels);
|
||||
boardManager.Add(sessionModel.Name, shogiBoard);
|
||||
boardManager.Add(sessionModel);
|
||||
|
||||
var response = new LoadGameResponse(ClientAction.LoadGame)
|
||||
{
|
||||
Game = sessionModel.ToServiceModel(),
|
||||
BoardState = new Models.BoardState(shogiBoard).ToServiceModel()
|
||||
Game = new SessionMetadata(sessionModel).ToServiceModel(),
|
||||
BoardState = sessionModel.Shogi.ToServiceModel(),
|
||||
MoveHistory = sessionModel.Shogi.MoveHistory.Select(_ => _.ToServiceModel()).ToList()
|
||||
};
|
||||
await communicationManager.BroadcastToPlayers(response, userName);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Newtonsoft.Json;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
|
||||
@@ -13,35 +12,45 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
}
|
||||
public class MoveHandler : IMoveHandler
|
||||
{
|
||||
private readonly IBoardManager boardManager;
|
||||
private readonly IGameboardRepository gameboardRepository;
|
||||
private readonly ISocketCommunicationManager communicationManager;
|
||||
private readonly IActiveSessionManager boardManager;
|
||||
private readonly IGameboardManager gameboardManager;
|
||||
private readonly ISocketConnectionManager communicationManager;
|
||||
public MoveHandler(
|
||||
IBoardManager boardManager,
|
||||
ISocketCommunicationManager communicationManager,
|
||||
IGameboardRepository gameboardRepository)
|
||||
IActiveSessionManager boardManager,
|
||||
ISocketConnectionManager communicationManager,
|
||||
IGameboardManager gameboardManager)
|
||||
{
|
||||
this.boardManager = boardManager;
|
||||
this.gameboardRepository = gameboardRepository;
|
||||
this.gameboardManager = gameboardManager;
|
||||
this.communicationManager = communicationManager;
|
||||
}
|
||||
|
||||
public async Task Handle(MoveRequest request, string userName)
|
||||
{
|
||||
//var request = JsonConvert.DeserializeObject<Service.Messages.MoveRequest>(json);
|
||||
//var moveModel = new Move(request.Move);
|
||||
//var board = boardManager.Get(request.GameName);
|
||||
//if (board == null)
|
||||
//{
|
||||
// // TODO: Find a flow for this
|
||||
// var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
|
||||
// {
|
||||
// Error = $"Game isn't loaded. Send a message with the {Service.Types.ClientAction.LoadGame} action first."
|
||||
// };
|
||||
// await communicationManager.BroadcastToPlayers(response, userName);
|
||||
Move moveModel;
|
||||
if (request.Move.PieceFromCaptured.HasValue)
|
||||
{
|
||||
moveModel = new Move(request.Move.PieceFromCaptured.Value, request.Move.To);
|
||||
}
|
||||
else
|
||||
{
|
||||
moveModel = new Move(request.Move.From!, request.Move.To, request.Move.IsPromotion);
|
||||
}
|
||||
|
||||
var board = boardManager.Get(request.GameName);
|
||||
if (board == null)
|
||||
{
|
||||
// TODO: Find a flow for this
|
||||
var response = new MoveResponse(ServiceModels.Socket.Types.ClientAction.Move)
|
||||
{
|
||||
Error = $"Game isn't loaded. Send a message with the {ServiceModels.Socket.Types.ClientAction.LoadGame} action first."
|
||||
};
|
||||
await communicationManager.BroadcastToPlayers(response, userName);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//}
|
||||
//var boardMove = moveModel.ToBoardModel();
|
||||
//var moveSuccess = board.Move(boardMove);
|
||||
//if (moveSuccess)
|
||||
//{
|
||||
|
||||
@@ -1,24 +1,28 @@
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Repositories.RepositoryManagers
|
||||
namespace Gameboard.ShogiUI.Sockets.Managers
|
||||
{
|
||||
public interface IGameboardRepositoryManager
|
||||
public interface IGameboardManager
|
||||
{
|
||||
Task<string> CreateGuestUser();
|
||||
Task<bool> IsPlayer1(string sessionName, string playerName);
|
||||
bool IsGuest(string playerName);
|
||||
Task<bool> CreateSession(Session session);
|
||||
Task<bool> CreateSession(SessionMetadata session);
|
||||
Task<Session?> ReadSession(string gameName);
|
||||
Task<bool> UpdateSession(Session session);
|
||||
Task<bool> AssignPlayer2ToSession(string sessionName, string userName);
|
||||
}
|
||||
|
||||
public class GameboardRepositoryManager : IGameboardRepositoryManager
|
||||
public class GameboardManager : IGameboardManager
|
||||
{
|
||||
private const int MaxTries = 3;
|
||||
private const string GuestPrefix = "Guest-";
|
||||
private readonly IGameboardRepository repository;
|
||||
|
||||
public GameboardRepositoryManager(IGameboardRepository repository)
|
||||
public GameboardManager(IGameboardRepository repository)
|
||||
{
|
||||
this.repository = repository;
|
||||
}
|
||||
@@ -53,19 +57,44 @@ namespace Gameboard.ShogiUI.Sockets.Repositories.RepositoryManagers
|
||||
//{
|
||||
// return await repository.PostJoinCode(sessionName, playerName);
|
||||
//}
|
||||
return null;
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
public async Task<bool> CreateSession(Session session)
|
||||
public Task<bool> CreateSession(SessionMetadata session)
|
||||
{
|
||||
var success = await repository.CreateSession(session);
|
||||
if (success)
|
||||
{
|
||||
return await repository.CreateBoardState(session.Name, new BoardState(), null);
|
||||
}
|
||||
return false;
|
||||
return repository.CreateSession(session);
|
||||
}
|
||||
|
||||
public bool IsGuest(string playerName) => playerName.StartsWith(GuestPrefix);
|
||||
|
||||
public Task<Session?> ReadSession(string sessionName)
|
||||
{
|
||||
return repository.ReadSession(sessionName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Saves the session to storage.
|
||||
/// </summary>
|
||||
/// <param name="session">The session to save.</param>
|
||||
/// <returns>True if the session was saved successfully.</returns>
|
||||
public Task<bool> UpdateSession(Session session)
|
||||
{
|
||||
return repository.UpdateSession(session);
|
||||
}
|
||||
|
||||
public async Task<bool> AssignPlayer2ToSession(string sessionName, string userName)
|
||||
{
|
||||
var isSuccess = false;
|
||||
var session = await repository.ReadSession(sessionName);
|
||||
if (session != null && !session.IsPrivate && string.IsNullOrEmpty(session.Player2))
|
||||
{
|
||||
session.SetPlayer2(userName);
|
||||
if (await repository.UpdateSession(session))
|
||||
{
|
||||
isSuccess = true;
|
||||
}
|
||||
}
|
||||
return isSuccess;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,140 +0,0 @@
|
||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
||||
using Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers;
|
||||
using Gameboard.ShogiUI.Sockets.Managers.Utility;
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Interfaces;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using Microsoft.Extensions.Logging;
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.Net.WebSockets;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Managers
|
||||
{
|
||||
public interface ISocketCommunicationManager
|
||||
{
|
||||
Task BroadcastToAll(IResponse response);
|
||||
//Task BroadcastToGame(string gameName, IResponse response);
|
||||
//Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2);
|
||||
void SubscribeToGame(Session session, string playerName);
|
||||
void SubscribeToBroadcast(WebSocket socket, string playerName);
|
||||
void UnsubscribeFromBroadcastAndGames(string playerName);
|
||||
void UnsubscribeFromGame(string gameName, string playerName);
|
||||
Task BroadcastToPlayers(IResponse response, params string[] playerNames);
|
||||
}
|
||||
|
||||
public class SocketCommunicationManager : ISocketCommunicationManager
|
||||
{
|
||||
/// <summary>Dictionary key is player name.</summary>
|
||||
private readonly ConcurrentDictionary<string, WebSocket> connections;
|
||||
/// <summary>Dictionary key is game name.</summary>
|
||||
private readonly ConcurrentDictionary<string, Session> sessions;
|
||||
private readonly ILogger<SocketCommunicationManager> logger;
|
||||
|
||||
public SocketCommunicationManager(ILogger<SocketCommunicationManager> logger)
|
||||
{
|
||||
this.logger = logger;
|
||||
connections = new ConcurrentDictionary<string, WebSocket>();
|
||||
sessions = new ConcurrentDictionary<string, Session>();
|
||||
}
|
||||
|
||||
public void SubscribeToBroadcast(WebSocket socket, string playerName)
|
||||
{
|
||||
connections.TryAdd(playerName, socket);
|
||||
}
|
||||
|
||||
public void UnsubscribeFromBroadcastAndGames(string playerName)
|
||||
{
|
||||
connections.TryRemove(playerName, out _);
|
||||
foreach (var kvp in sessions)
|
||||
{
|
||||
var sessionName = kvp.Key;
|
||||
UnsubscribeFromGame(sessionName, playerName);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unsubscribes the player from their current game, then subscribes to the new game.
|
||||
/// </summary>
|
||||
public void SubscribeToGame(Session session, string playerName)
|
||||
{
|
||||
// Unsubscribe from any other games
|
||||
foreach (var kvp in sessions)
|
||||
{
|
||||
var gameNameKey = kvp.Key;
|
||||
UnsubscribeFromGame(gameNameKey, playerName);
|
||||
}
|
||||
|
||||
// Subscribe
|
||||
if (connections.TryGetValue(playerName, out var socket))
|
||||
{
|
||||
var s = sessions.GetOrAdd(session.Name, session);
|
||||
s.Subscriptions.TryAdd(playerName, socket);
|
||||
}
|
||||
}
|
||||
|
||||
public void UnsubscribeFromGame(string gameName, string playerName)
|
||||
{
|
||||
if (sessions.TryGetValue(gameName, out var s))
|
||||
{
|
||||
s.Subscriptions.TryRemove(playerName, out _);
|
||||
if (s.Subscriptions.IsEmpty) sessions.TryRemove(gameName, out _);
|
||||
}
|
||||
}
|
||||
|
||||
public async Task BroadcastToPlayers(IResponse response, params string[] playerNames)
|
||||
{
|
||||
var tasks = new List<Task>(playerNames.Length);
|
||||
foreach (var name in playerNames)
|
||||
{
|
||||
if (connections.TryGetValue(name, out var socket))
|
||||
{
|
||||
var serialized = JsonConvert.SerializeObject(response);
|
||||
logger.LogInformation("Response to {0} \n{1}\n", name, serialized);
|
||||
tasks.Add(socket.SendTextAsync(serialized));
|
||||
|
||||
}
|
||||
}
|
||||
await Task.WhenAll(tasks);
|
||||
}
|
||||
public Task BroadcastToAll(IResponse response)
|
||||
{
|
||||
var message = JsonConvert.SerializeObject(response);
|
||||
logger.LogInformation($"Broadcasting\n{0}", message);
|
||||
var tasks = new List<Task>(connections.Count);
|
||||
foreach (var kvp in connections)
|
||||
{
|
||||
var socket = kvp.Value;
|
||||
tasks.Add(socket.SendTextAsync(message));
|
||||
}
|
||||
return Task.WhenAll(tasks);
|
||||
}
|
||||
|
||||
//public Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2)
|
||||
//{
|
||||
// if (sessions.TryGetValue(gameName, out var session))
|
||||
// {
|
||||
// var serialized1 = JsonConvert.SerializeObject(forPlayer1);
|
||||
// var serialized2 = JsonConvert.SerializeObject(forPlayer2);
|
||||
// return Task.WhenAll(
|
||||
// session.SendToPlayer1(serialized1),
|
||||
// session.SendToPlayer2(serialized2));
|
||||
// }
|
||||
// return Task.CompletedTask;
|
||||
//}
|
||||
|
||||
//public Task BroadcastToGame(string gameName, IResponse messageForAllPlayers)
|
||||
//{
|
||||
// if (sessions.TryGetValue(gameName, out var session))
|
||||
// {
|
||||
// var serialized = JsonConvert.SerializeObject(messageForAllPlayers);
|
||||
// return session.Broadcast(serialized);
|
||||
// }
|
||||
// return Task.CompletedTask;
|
||||
//}
|
||||
}
|
||||
}
|
||||
@@ -1,13 +1,10 @@
|
||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
||||
using Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers;
|
||||
using Gameboard.ShogiUI.Sockets.Managers.Utility;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using Microsoft.AspNetCore.Http;
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Interfaces;
|
||||
using Microsoft.Extensions.Logging;
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
using System.Net;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.Net.WebSockets;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
@@ -15,127 +12,127 @@ namespace Gameboard.ShogiUI.Sockets.Managers
|
||||
{
|
||||
public interface ISocketConnectionManager
|
||||
{
|
||||
Task HandleSocketRequest(HttpContext context);
|
||||
Task BroadcastToAll(IResponse response);
|
||||
//Task BroadcastToGame(string gameName, IResponse response);
|
||||
//Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2);
|
||||
void SubscribeToGame(Session session, string playerName);
|
||||
void SubscribeToBroadcast(WebSocket socket, string playerName);
|
||||
void UnsubscribeFromBroadcastAndGames(string playerName);
|
||||
void UnsubscribeFromGame(string gameName, string playerName);
|
||||
Task BroadcastToPlayers(IResponse response, params string[] playerNames);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retains all active socket connections and provides convenient methods for sending messages to clients.
|
||||
/// </summary>
|
||||
public class SocketConnectionManager : ISocketConnectionManager
|
||||
{
|
||||
/// <summary>Dictionary key is player name.</summary>
|
||||
private readonly ConcurrentDictionary<string, WebSocket> connections;
|
||||
/// <summary>Dictionary key is game name.</summary>
|
||||
private readonly ConcurrentDictionary<string, Session> sessions;
|
||||
private readonly ILogger<SocketConnectionManager> logger;
|
||||
private readonly ISocketCommunicationManager communicationManager;
|
||||
private readonly ISocketTokenManager tokenManager;
|
||||
private readonly ICreateGameHandler createGameHandler;
|
||||
private readonly IJoinByCodeHandler joinByCodeHandler;
|
||||
private readonly IJoinGameHandler joinGameHandler;
|
||||
private readonly IListGamesHandler listGamesHandler;
|
||||
private readonly ILoadGameHandler loadGameHandler;
|
||||
private readonly IMoveHandler moveHandler;
|
||||
|
||||
public SocketConnectionManager(
|
||||
ILogger<SocketConnectionManager> logger,
|
||||
ISocketCommunicationManager communicationManager,
|
||||
ISocketTokenManager tokenManager,
|
||||
ICreateGameHandler createGameHandler,
|
||||
IJoinByCodeHandler joinByCodeHandler,
|
||||
IJoinGameHandler joinGameHandler,
|
||||
IListGamesHandler listGamesHandler,
|
||||
ILoadGameHandler loadGameHandler,
|
||||
IMoveHandler moveHandler) : base()
|
||||
public SocketConnectionManager(ILogger<SocketConnectionManager> logger)
|
||||
{
|
||||
this.logger = logger;
|
||||
this.communicationManager = communicationManager;
|
||||
this.tokenManager = tokenManager;
|
||||
this.createGameHandler = createGameHandler;
|
||||
this.joinByCodeHandler = joinByCodeHandler;
|
||||
this.joinGameHandler = joinGameHandler;
|
||||
this.listGamesHandler = listGamesHandler;
|
||||
this.loadGameHandler = loadGameHandler;
|
||||
this.moveHandler = moveHandler;
|
||||
connections = new ConcurrentDictionary<string, WebSocket>();
|
||||
sessions = new ConcurrentDictionary<string, Session>();
|
||||
}
|
||||
|
||||
public async Task HandleSocketRequest(HttpContext context)
|
||||
public void SubscribeToBroadcast(WebSocket socket, string playerName)
|
||||
{
|
||||
var hasToken = context.Request.Query.Keys.Contains("token");
|
||||
if (hasToken)
|
||||
{
|
||||
var oneTimeToken = context.Request.Query["token"][0];
|
||||
var tokenAsGuid = Guid.Parse(oneTimeToken);
|
||||
var userName = tokenManager.GetUsername(tokenAsGuid);
|
||||
if (userName != null)
|
||||
{
|
||||
var socket = await context.WebSockets.AcceptWebSocketAsync();
|
||||
connections.TryAdd(playerName, socket);
|
||||
}
|
||||
|
||||
communicationManager.SubscribeToBroadcast(socket, userName);
|
||||
while (!socket.CloseStatus.HasValue)
|
||||
public void UnsubscribeFromBroadcastAndGames(string playerName)
|
||||
{
|
||||
try
|
||||
connections.TryRemove(playerName, out _);
|
||||
foreach (var kvp in sessions)
|
||||
{
|
||||
var message = await socket.ReceiveTextAsync();
|
||||
if (string.IsNullOrWhiteSpace(message)) continue;
|
||||
logger.LogInformation("Request \n{0}\n", message);
|
||||
var request = JsonConvert.DeserializeObject<Request>(message);
|
||||
if (!Enum.IsDefined(typeof(ClientAction), request.Action))
|
||||
{
|
||||
await socket.SendTextAsync("Error: Action not recognized.");
|
||||
continue;
|
||||
}
|
||||
switch (request.Action)
|
||||
{
|
||||
case ClientAction.ListGames:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<ListGamesRequest>(message);
|
||||
await listGamesHandler.Handle(req, userName);
|
||||
break;
|
||||
}
|
||||
case ClientAction.CreateGame:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<CreateGameRequest>(message);
|
||||
await createGameHandler.Handle(req, userName);
|
||||
break;
|
||||
}
|
||||
case ClientAction.JoinGame:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<JoinGameRequest>(message);
|
||||
await joinGameHandler.Handle(req, userName);
|
||||
break;
|
||||
}
|
||||
case ClientAction.JoinByCode:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<JoinByCodeRequest>(message);
|
||||
await joinByCodeHandler.Handle(req, userName);
|
||||
break;
|
||||
}
|
||||
case ClientAction.LoadGame:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<LoadGameRequest>(message);
|
||||
await loadGameHandler.Handle(req, userName);
|
||||
break;
|
||||
}
|
||||
case ClientAction.Move:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<MoveRequest>(message);
|
||||
await moveHandler.Handle(req, userName);
|
||||
break;
|
||||
var sessionName = kvp.Key;
|
||||
UnsubscribeFromGame(sessionName, playerName);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (OperationCanceledException ex)
|
||||
{
|
||||
logger.LogError(ex.Message);
|
||||
}
|
||||
catch (WebSocketException ex)
|
||||
{
|
||||
logger.LogInformation($"{nameof(WebSocketException)} in {nameof(SocketCommunicationManager)}.");
|
||||
logger.LogInformation("Probably tried writing to a closed socket.");
|
||||
logger.LogError(ex.Message);
|
||||
}
|
||||
}
|
||||
communicationManager.UnsubscribeFromBroadcastAndGames(userName);
|
||||
|
||||
return;
|
||||
/// <summary>
|
||||
/// Unsubscribes the player from their current game, then subscribes to the new game.
|
||||
/// </summary>
|
||||
public void SubscribeToGame(Session session, string playerName)
|
||||
{
|
||||
// Unsubscribe from any other games
|
||||
foreach (var kvp in sessions)
|
||||
{
|
||||
var gameNameKey = kvp.Key;
|
||||
UnsubscribeFromGame(gameNameKey, playerName);
|
||||
}
|
||||
|
||||
// Subscribe
|
||||
if (connections.TryGetValue(playerName, out var socket))
|
||||
{
|
||||
var s = sessions.GetOrAdd(session.Name, session);
|
||||
s.Subscriptions.TryAdd(playerName, socket);
|
||||
}
|
||||
}
|
||||
context.Response.StatusCode = (int)HttpStatusCode.Unauthorized;
|
||||
return;
|
||||
|
||||
public void UnsubscribeFromGame(string gameName, string playerName)
|
||||
{
|
||||
if (sessions.TryGetValue(gameName, out var s))
|
||||
{
|
||||
s.Subscriptions.TryRemove(playerName, out _);
|
||||
if (s.Subscriptions.IsEmpty) sessions.TryRemove(gameName, out _);
|
||||
}
|
||||
}
|
||||
|
||||
public async Task BroadcastToPlayers(IResponse response, params string[] playerNames)
|
||||
{
|
||||
var tasks = new List<Task>(playerNames.Length);
|
||||
foreach (var name in playerNames)
|
||||
{
|
||||
if (connections.TryGetValue(name, out var socket))
|
||||
{
|
||||
var serialized = JsonConvert.SerializeObject(response);
|
||||
logger.LogInformation("Response to {0} \n{1}\n", name, serialized);
|
||||
tasks.Add(socket.SendTextAsync(serialized));
|
||||
|
||||
}
|
||||
}
|
||||
await Task.WhenAll(tasks);
|
||||
}
|
||||
public Task BroadcastToAll(IResponse response)
|
||||
{
|
||||
var message = JsonConvert.SerializeObject(response);
|
||||
logger.LogInformation($"Broadcasting\n{0}", message);
|
||||
var tasks = new List<Task>(connections.Count);
|
||||
foreach (var kvp in connections)
|
||||
{
|
||||
var socket = kvp.Value;
|
||||
tasks.Add(socket.SendTextAsync(message));
|
||||
}
|
||||
return Task.WhenAll(tasks);
|
||||
}
|
||||
|
||||
//public Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2)
|
||||
//{
|
||||
// if (sessions.TryGetValue(gameName, out var session))
|
||||
// {
|
||||
// var serialized1 = JsonConvert.SerializeObject(forPlayer1);
|
||||
// var serialized2 = JsonConvert.SerializeObject(forPlayer2);
|
||||
// return Task.WhenAll(
|
||||
// session.SendToPlayer1(serialized1),
|
||||
// session.SendToPlayer2(serialized2));
|
||||
// }
|
||||
// return Task.CompletedTask;
|
||||
//}
|
||||
|
||||
//public Task BroadcastToGame(string gameName, IResponse messageForAllPlayers)
|
||||
//{
|
||||
// if (sessions.TryGetValue(gameName, out var session))
|
||||
// {
|
||||
// var serialized = JsonConvert.SerializeObject(messageForAllPlayers);
|
||||
// return session.Broadcast(serialized);
|
||||
// }
|
||||
// return Task.CompletedTask;
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,66 +0,0 @@
|
||||
using Gameboard.ShogiUI.Rules;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.ObjectModel;
|
||||
using System.Linq;
|
||||
using ServiceTypes = Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
public class BoardState
|
||||
{
|
||||
// TODO: Create a custom 2D array implementation which removes the (x,y) or (y,x) ambiguity.
|
||||
public Piece?[,] Board { get; }
|
||||
public IReadOnlyCollection<Piece> Player1Hand { get; }
|
||||
public IReadOnlyCollection<Piece> Player2Hand { get; }
|
||||
/// <summary>
|
||||
/// Move is null in the first BoardState of a Session, before any moves have been made.
|
||||
/// </summary>
|
||||
public Move? Move { get; }
|
||||
|
||||
public BoardState() : this(new ShogiBoard()) { }
|
||||
|
||||
public BoardState(Piece?[,] board, IList<Piece> player1Hand, ICollection<Piece> player2Hand, Move move)
|
||||
{
|
||||
Board = board;
|
||||
Player1Hand = new ReadOnlyCollection<Piece>(player1Hand);
|
||||
}
|
||||
|
||||
public BoardState(ShogiBoard shogi)
|
||||
{
|
||||
Board = new Piece[9, 9];
|
||||
for (var x = 0; x < 9; x++)
|
||||
for (var y = 0; y < 9; y++)
|
||||
{
|
||||
var piece = shogi.Board[x, y];
|
||||
if (piece != null)
|
||||
{
|
||||
Board[x, y] = new Piece(piece);
|
||||
}
|
||||
}
|
||||
|
||||
Player1Hand = shogi.Hands[WhichPlayer.Player1].Select(_ => new Piece(_)).ToList();
|
||||
Player2Hand = shogi.Hands[WhichPlayer.Player2].Select(_ => new Piece(_)).ToList();
|
||||
Move = new Move(shogi.MoveHistory[^1]);
|
||||
}
|
||||
|
||||
public ServiceTypes.BoardState ToServiceModel()
|
||||
{
|
||||
var board = new ServiceTypes.Piece[9, 9];
|
||||
for (var x = 0; x < 9; x++)
|
||||
for (var y = 0; y < 9; y++)
|
||||
{
|
||||
var piece = Board[x, y];
|
||||
if (piece != null)
|
||||
{
|
||||
board[x, y] = piece.ToServiceModel();
|
||||
}
|
||||
}
|
||||
return new ServiceTypes.BoardState
|
||||
{
|
||||
Board = board,
|
||||
Player1Hand = Player1Hand.Select(_ => _.ToServiceModel()).ToList(),
|
||||
Player2Hand = Player2Hand.Select(_ => _.ToServiceModel()).ToList()
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,41 +0,0 @@
|
||||
using System;
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
public class Coords
|
||||
{
|
||||
private const string BoardNotationRegex = @"(?<file>[A-I])(?<rank>[1-9])";
|
||||
private const char A = 'A';
|
||||
public int X { get; }
|
||||
public int Y { get; }
|
||||
public Coords(int x, int y)
|
||||
{
|
||||
X = x;
|
||||
Y = y;
|
||||
}
|
||||
|
||||
public string ToBoardNotation()
|
||||
{
|
||||
var file = (char)(X + A);
|
||||
var rank = Y + 1;
|
||||
return $"{file}{rank}";
|
||||
}
|
||||
|
||||
public static Coords FromBoardNotation(string notation)
|
||||
{
|
||||
if (string.IsNullOrEmpty(notation))
|
||||
{
|
||||
if (Regex.IsMatch(notation, BoardNotationRegex))
|
||||
{
|
||||
var match = Regex.Match(notation, BoardNotationRegex);
|
||||
char file = match.Groups["file"].Value[0];
|
||||
int rank = int.Parse(match.Groups["rank"].Value);
|
||||
return new Coords(file - A, rank);
|
||||
}
|
||||
throw new ArgumentException("Board notation not recognized."); // TODO: Move this error handling to the service layer.
|
||||
}
|
||||
return new Coords(-1, -1); // Temporarily this is how I tell Gameboard.API that a piece came from the hand.
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,41 +1,86 @@
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.Numerics;
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
[DebuggerDisplay("{From} - {To}")]
|
||||
public class Move
|
||||
{
|
||||
public Coords? From { get; set; }
|
||||
public bool IsPromotion { get; set; }
|
||||
public WhichPiece? PieceFromHand { get; set; }
|
||||
public Coords To { get; set; }
|
||||
private static readonly string BoardNotationRegex = @"(?<file>[A-I])(?<rank>[1-9])";
|
||||
private static readonly char A = 'A';
|
||||
|
||||
public Move(Coords from, Coords to, bool isPromotion)
|
||||
public Vector2? From { get; }
|
||||
public bool IsPromotion { get; }
|
||||
public WhichPiece? PieceFromHand { get; }
|
||||
public Vector2 To { get; }
|
||||
|
||||
public Move(Vector2 from, Vector2 to, bool isPromotion = false)
|
||||
{
|
||||
From = from;
|
||||
To = to;
|
||||
IsPromotion = isPromotion;
|
||||
}
|
||||
|
||||
public Move(WhichPiece pieceFromHand, Coords to)
|
||||
public Move(WhichPiece pieceFromHand, Vector2 to)
|
||||
{
|
||||
PieceFromHand = pieceFromHand;
|
||||
To = to;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor to represent moving a piece on the Board to another position on the Board.
|
||||
/// </summary>
|
||||
/// <param name="fromNotation">Position the piece is being moved from.</param>
|
||||
/// <param name="toNotation">Position the piece is being moved to.</param>
|
||||
/// <param name="isPromotion">If the moving piece should be promoted.</param>
|
||||
public Move(string fromNotation, string toNotation, bool isPromotion = false)
|
||||
{
|
||||
From = FromBoardNotation(fromNotation);
|
||||
To = FromBoardNotation(toNotation);
|
||||
IsPromotion = isPromotion;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Constructor to represent moving a piece from the Hand to the Board.
|
||||
/// </summary>
|
||||
/// <param name="pieceFromHand">The piece being moved from the Hand to the Board.</param>
|
||||
/// <param name="toNotation">Position the piece is being moved to.</param>
|
||||
/// <param name="isPromotion">If the moving piece should be promoted.</param>
|
||||
public Move(WhichPiece pieceFromHand, string toNotation, bool isPromotion = false)
|
||||
{
|
||||
From = null;
|
||||
PieceFromHand = pieceFromHand;
|
||||
To = FromBoardNotation(toNotation);
|
||||
IsPromotion = isPromotion;
|
||||
}
|
||||
|
||||
public ServiceModels.Socket.Types.Move ToServiceModel() => new()
|
||||
{
|
||||
From = From?.ToBoardNotation(),
|
||||
From = From.HasValue ? ToBoardNotation(From.Value) : null,
|
||||
IsPromotion = IsPromotion,
|
||||
To = To.ToBoardNotation(),
|
||||
PieceFromCaptured = PieceFromHand
|
||||
PieceFromCaptured = PieceFromHand.HasValue ? PieceFromHand : null,
|
||||
To = ToBoardNotation(To)
|
||||
};
|
||||
|
||||
public Rules.Move ToRulesModel()
|
||||
private static string ToBoardNotation(Vector2 vector)
|
||||
{
|
||||
return PieceFromHand != null
|
||||
? new Rules.Move((Rules.WhichPiece)PieceFromHand, new Vector2(To.X, To.Y))
|
||||
: new Rules.Move(new Vector2(From!.X, From.Y), new Vector2(To.X, To.Y), IsPromotion);
|
||||
var file = (char)(vector.X + A);
|
||||
var rank = vector.Y + 1;
|
||||
return $"{file}{rank}";
|
||||
}
|
||||
|
||||
private static Vector2 FromBoardNotation(string notation)
|
||||
{
|
||||
if (Regex.IsMatch(notation, BoardNotationRegex))
|
||||
{
|
||||
var match = Regex.Match(notation, BoardNotationRegex);
|
||||
char file = match.Groups["file"].Value[0];
|
||||
int rank = int.Parse(match.Groups["rank"].Value);
|
||||
return new Vector2(file - A, rank);
|
||||
}
|
||||
throw new ArgumentException($"Board notation not recognized. Notation given: {notation}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
95
Gameboard.ShogiUI.Sockets/Models/MoveSets.cs
Normal file
95
Gameboard.ShogiUI.Sockets/Models/MoveSets.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using PathFinding;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
public static class MoveSets
|
||||
{
|
||||
public static readonly List<PathFinding.Move> King = new(8)
|
||||
{
|
||||
new PathFinding.Move(Direction.Up),
|
||||
new PathFinding.Move(Direction.Left),
|
||||
new PathFinding.Move(Direction.Right),
|
||||
new PathFinding.Move(Direction.Down),
|
||||
new PathFinding.Move(Direction.UpLeft),
|
||||
new PathFinding.Move(Direction.UpRight),
|
||||
new PathFinding.Move(Direction.DownLeft),
|
||||
new PathFinding.Move(Direction.DownRight)
|
||||
};
|
||||
|
||||
public static readonly List<PathFinding.Move> Bishop = new(4)
|
||||
{
|
||||
new PathFinding.Move(Direction.UpLeft, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.UpRight, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.DownLeft, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.DownRight, Distance.MultiStep)
|
||||
};
|
||||
|
||||
public static readonly List<PathFinding.Move> PromotedBishop = new(8)
|
||||
{
|
||||
new PathFinding.Move(Direction.Up),
|
||||
new PathFinding.Move(Direction.Left),
|
||||
new PathFinding.Move(Direction.Right),
|
||||
new PathFinding.Move(Direction.Down),
|
||||
new PathFinding.Move(Direction.UpLeft, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.UpRight, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.DownLeft, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.DownRight, Distance.MultiStep)
|
||||
};
|
||||
|
||||
public static readonly List<PathFinding.Move> GoldGeneral = new(6)
|
||||
{
|
||||
new PathFinding.Move(Direction.Up),
|
||||
new PathFinding.Move(Direction.UpLeft),
|
||||
new PathFinding.Move(Direction.UpRight),
|
||||
new PathFinding.Move(Direction.Left),
|
||||
new PathFinding.Move(Direction.Right),
|
||||
new PathFinding.Move(Direction.Down)
|
||||
};
|
||||
|
||||
public static readonly List<PathFinding.Move> Knight = new(2)
|
||||
{
|
||||
new PathFinding.Move(Direction.KnightLeft),
|
||||
new PathFinding.Move(Direction.KnightRight)
|
||||
};
|
||||
|
||||
public static readonly List<PathFinding.Move> Lance = new(1)
|
||||
{
|
||||
new PathFinding.Move(Direction.Up, Distance.MultiStep),
|
||||
};
|
||||
|
||||
public static readonly List<PathFinding.Move> Pawn = new(1)
|
||||
{
|
||||
new PathFinding.Move(Direction.Up)
|
||||
};
|
||||
|
||||
public static readonly List<PathFinding.Move> Rook = new(4)
|
||||
{
|
||||
new PathFinding.Move(Direction.Up, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Left, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Right, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Down, Distance.MultiStep)
|
||||
};
|
||||
|
||||
public static readonly List<PathFinding.Move> PromotedRook = new(8)
|
||||
{
|
||||
new PathFinding.Move(Direction.Up, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Left, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Right, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.Down, Distance.MultiStep),
|
||||
new PathFinding.Move(Direction.UpLeft),
|
||||
new PathFinding.Move(Direction.UpRight),
|
||||
new PathFinding.Move(Direction.DownLeft),
|
||||
new PathFinding.Move(Direction.DownRight)
|
||||
};
|
||||
|
||||
public static readonly List<PathFinding.Move> SilverGeneral = new(4)
|
||||
{
|
||||
new PathFinding.Move(Direction.Up),
|
||||
new PathFinding.Move(Direction.UpLeft),
|
||||
new PathFinding.Move(Direction.UpRight),
|
||||
new PathFinding.Move(Direction.DownLeft),
|
||||
new PathFinding.Move(Direction.DownRight)
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -1,27 +1,59 @@
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using PathFinding;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
public class Piece
|
||||
[DebuggerDisplay("{WhichPiece} {Owner}")]
|
||||
public class Piece : IPlanarElement
|
||||
{
|
||||
public bool IsPromoted { get; }
|
||||
public WhichPlayer Owner { get; }
|
||||
public WhichPiece WhichPiece { get; }
|
||||
public WhichPlayer Owner { get; private set; }
|
||||
public bool IsPromoted { get; private set; }
|
||||
public bool IsUpsideDown => Owner == WhichPlayer.Player2;
|
||||
|
||||
public Piece(bool isPromoted, WhichPlayer owner, WhichPiece whichPiece)
|
||||
public Piece(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
|
||||
{
|
||||
IsPromoted = isPromoted;
|
||||
WhichPiece = piece;
|
||||
Owner = owner;
|
||||
WhichPiece = whichPiece;
|
||||
IsPromoted = isPromoted;
|
||||
}
|
||||
|
||||
public Piece(Rules.Pieces.Piece piece)
|
||||
public bool CanPromote => !IsPromoted
|
||||
&& WhichPiece != WhichPiece.King
|
||||
&& WhichPiece != WhichPiece.GoldGeneral;
|
||||
|
||||
public void ToggleOwnership()
|
||||
{
|
||||
IsPromoted = piece.IsPromoted;
|
||||
Owner = (WhichPlayer)piece.Owner;
|
||||
WhichPiece = (WhichPiece)piece.WhichPiece;
|
||||
Owner = Owner == WhichPlayer.Player1
|
||||
? WhichPlayer.Player2
|
||||
: WhichPlayer.Player1;
|
||||
}
|
||||
|
||||
public void Promote() => IsPromoted = CanPromote;
|
||||
|
||||
public void Demote() => IsPromoted = false;
|
||||
|
||||
public void Capture()
|
||||
{
|
||||
ToggleOwnership();
|
||||
Demote();
|
||||
}
|
||||
|
||||
// TODO: There is no reason to make "new" MoveSets every time this property is accessed.
|
||||
public MoveSet MoveSet => WhichPiece switch
|
||||
{
|
||||
WhichPiece.King => new MoveSet(this, MoveSets.King),
|
||||
WhichPiece.GoldGeneral => new MoveSet(this, MoveSets.GoldGeneral),
|
||||
WhichPiece.SilverGeneral => new MoveSet(this, IsPromoted ? MoveSets.GoldGeneral : MoveSets.SilverGeneral),
|
||||
WhichPiece.Bishop => new MoveSet(this, IsPromoted ? MoveSets.PromotedBishop : MoveSets.Bishop),
|
||||
WhichPiece.Rook => new MoveSet(this, IsPromoted ? MoveSets.PromotedRook : MoveSets.Rook),
|
||||
WhichPiece.Knight => new MoveSet(this, IsPromoted ? MoveSets.GoldGeneral : MoveSets.Knight),
|
||||
WhichPiece.Lance => new MoveSet(this, IsPromoted ? MoveSets.GoldGeneral : MoveSets.Lance),
|
||||
WhichPiece.Pawn => new MoveSet(this, IsPromoted ? MoveSets.GoldGeneral : MoveSets.Pawn),
|
||||
_ => throw new System.NotImplementedException()
|
||||
};
|
||||
|
||||
public ServiceModels.Socket.Types.Piece ToServiceModel()
|
||||
{
|
||||
return new ServiceModels.Socket.Types.Piece
|
||||
|
||||
@@ -1,12 +0,0 @@
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
public class Player
|
||||
{
|
||||
public string Name { get; }
|
||||
|
||||
public Player(string name)
|
||||
{
|
||||
Name = name;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,22 +1,21 @@
|
||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using Newtonsoft.Json;
|
||||
using Newtonsoft.Json;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.Net.WebSockets;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
public class Session
|
||||
{
|
||||
// TODO: Separate subscriptions to the Session from the Session.
|
||||
[JsonIgnore] public ConcurrentDictionary<string, WebSocket> Subscriptions { get; }
|
||||
public string Name { get; }
|
||||
public string Player1 { get; }
|
||||
public string? Player2 { get; }
|
||||
public string? Player2 { get; private set; }
|
||||
public bool IsPrivate { get; }
|
||||
|
||||
public Session(string name, bool isPrivate, string player1, string? player2 = null)
|
||||
public Shogi Shogi { get; }
|
||||
|
||||
public Session(string name, bool isPrivate, Shogi shogi, string player1, string? player2 = null)
|
||||
{
|
||||
Subscriptions = new ConcurrentDictionary<string, WebSocket>();
|
||||
|
||||
@@ -24,48 +23,12 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
Player1 = player1;
|
||||
Player2 = player2;
|
||||
IsPrivate = isPrivate;
|
||||
Shogi = shogi;
|
||||
}
|
||||
|
||||
public bool Subscribe(string playerName, WebSocket socket) => Subscriptions.TryAdd(playerName, socket);
|
||||
|
||||
public Task Broadcast(string message)
|
||||
public void SetPlayer2(string userName)
|
||||
{
|
||||
var tasks = new List<Task>(Subscriptions.Count);
|
||||
foreach (var kvp in Subscriptions)
|
||||
{
|
||||
var socket = kvp.Value;
|
||||
tasks.Add(socket.SendTextAsync(message));
|
||||
}
|
||||
return Task.WhenAll(tasks);
|
||||
}
|
||||
|
||||
public Task SendToPlayer1(string message)
|
||||
{
|
||||
if (Subscriptions.TryGetValue(Player1, out var socket))
|
||||
{
|
||||
return socket.SendTextAsync(message);
|
||||
}
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
|
||||
public Task SendToPlayer2(string message)
|
||||
{
|
||||
if (Player2 != null && Subscriptions.TryGetValue(Player2, out var socket))
|
||||
{
|
||||
return socket.SendTextAsync(message);
|
||||
}
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
|
||||
public Game ToServiceModel()
|
||||
{
|
||||
var players = new List<string>(2) { Player1 };
|
||||
if (!string.IsNullOrWhiteSpace(Player2)) players.Add(Player2);
|
||||
return new Game
|
||||
{
|
||||
GameName = Name,
|
||||
Players = players.ToArray()
|
||||
};
|
||||
Player2 = userName;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
30
Gameboard.ShogiUI.Sockets/Models/SessionMetadata.cs
Normal file
30
Gameboard.ShogiUI.Sockets/Models/SessionMetadata.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
/// <summary>
|
||||
/// A representation of a Session without the board and game-rules.
|
||||
/// </summary>
|
||||
public class SessionMetadata
|
||||
{
|
||||
public string Name { get; }
|
||||
public string Player1 { get; }
|
||||
public string? Player2 { get; }
|
||||
public bool IsPrivate { get; }
|
||||
|
||||
public SessionMetadata(string name, bool isPrivate, string player1, string? player2)
|
||||
{
|
||||
Name = name;
|
||||
IsPrivate = isPrivate;
|
||||
Player1 = player1;
|
||||
Player2 = player2;
|
||||
}
|
||||
public SessionMetadata(Session sessionModel)
|
||||
{
|
||||
Name = sessionModel.Name;
|
||||
IsPrivate = sessionModel.IsPrivate;
|
||||
Player1 = sessionModel.Player1;
|
||||
Player2 = sessionModel.Player2;
|
||||
}
|
||||
|
||||
public ServiceModels.Socket.Types.Game ToServiceModel() => new(Name, Player1, Player2);
|
||||
}
|
||||
}
|
||||
@@ -1,21 +1,22 @@
|
||||
using Gameboard.ShogiUI.Rules.Pieces;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using PathFinding;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Gameboard.ShogiUI.Rules
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
/// <summary>
|
||||
/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
|
||||
/// The board is always from Player1's perspective.
|
||||
/// [0,0] is the lower-left position, [8,8] is the higher-right position
|
||||
/// </summary>
|
||||
public class ShogiBoard
|
||||
public class Shogi
|
||||
{
|
||||
private delegate void MoveSetCallback(Piece piece, Vector2 position);
|
||||
private readonly PathFinder2D<Piece> pathFinder;
|
||||
private ShogiBoard? validationBoard;
|
||||
private Shogi? validationBoard;
|
||||
private Vector2 player1King;
|
||||
private Vector2 player2King;
|
||||
public IReadOnlyDictionary<WhichPlayer, List<Piece>> Hands { get; }
|
||||
@@ -27,7 +28,7 @@ namespace Gameboard.ShogiUI.Rules
|
||||
|
||||
public string Error { get; private set; }
|
||||
|
||||
public ShogiBoard()
|
||||
public Shogi()
|
||||
{
|
||||
Board = new PlanarCollection<Piece>(9, 9);
|
||||
MoveHistory = new List<Move>(20);
|
||||
@@ -36,13 +37,14 @@ namespace Gameboard.ShogiUI.Rules
|
||||
{ WhichPlayer.Player2, new List<Piece>()},
|
||||
};
|
||||
pathFinder = new PathFinder2D<Piece>(Board);
|
||||
InitializeBoardState();
|
||||
player1King = new Vector2(4, 8);
|
||||
player2King = new Vector2(4, 0);
|
||||
Error = string.Empty;
|
||||
|
||||
InitializeBoardState();
|
||||
}
|
||||
|
||||
public ShogiBoard(IList<Move> moves) : this()
|
||||
public Shogi(IList<Move> moves) : this()
|
||||
{
|
||||
for (var i = 0; i < moves.Count; i++)
|
||||
{
|
||||
@@ -54,16 +56,16 @@ namespace Gameboard.ShogiUI.Rules
|
||||
}
|
||||
}
|
||||
|
||||
private ShogiBoard(ShogiBoard toCopy)
|
||||
private Shogi(Shogi toCopy)
|
||||
{
|
||||
Board = new PlanarCollection<Piece>(9, 9);
|
||||
for (var x = 0; x < 9; x++)
|
||||
for (var y = 0; y < 9; y++)
|
||||
{
|
||||
var piece = toCopy.Board[x, y];
|
||||
var piece = toCopy.Board[y, x];
|
||||
if (piece != null)
|
||||
{
|
||||
Board[x, y] = piece.DeepClone();
|
||||
Board[y, x] = new Piece(piece.WhichPiece, piece.Owner, piece.IsPromoted);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -105,7 +107,7 @@ namespace Gameboard.ShogiUI.Rules
|
||||
// Try making the move in a "throw away" board.
|
||||
if (validationBoard == null)
|
||||
{
|
||||
validationBoard = new ShogiBoard(this);
|
||||
validationBoard = new Shogi(this);
|
||||
}
|
||||
|
||||
var isValid = move.PieceFromHand.HasValue
|
||||
@@ -138,7 +140,7 @@ namespace Gameboard.ShogiUI.Rules
|
||||
if (move.PieceFromHand.HasValue == false) return false; //Invalid move
|
||||
var index = Hands[WhoseTurn].FindIndex(p => p.WhichPiece == move.PieceFromHand);
|
||||
if (index < 0) return false; // Invalid move
|
||||
if (Board[move.To.X, move.To.Y] != null) return false; // Invalid move; cannot capture while playing from the hand.
|
||||
if (Board[move.To.Y, move.To.X] != null) return false; // Invalid move; cannot capture while playing from the hand.
|
||||
|
||||
var minimumY = 0;
|
||||
switch (move.PieceFromHand.Value)
|
||||
@@ -157,7 +159,7 @@ namespace Gameboard.ShogiUI.Rules
|
||||
if (WhoseTurn == WhichPlayer.Player2 && move.To.Y > minimumY) return false;
|
||||
|
||||
// Mutate the board.
|
||||
Board[move.To.X, move.To.Y] = Hands[WhoseTurn][index];
|
||||
Board[move.To.Y, move.To.X] = Hands[WhoseTurn][index];
|
||||
Hands[WhoseTurn].RemoveAt(index);
|
||||
|
||||
return true;
|
||||
@@ -165,7 +167,7 @@ namespace Gameboard.ShogiUI.Rules
|
||||
/// <returns>True if the move was successful.</returns>
|
||||
private bool PlaceFromBoard(Move move)
|
||||
{
|
||||
var fromPiece = Board[move.From.Value.X, move.From.Value.Y];
|
||||
var fromPiece = Board[move.From.Value.Y, move.From.Value.X];
|
||||
if (fromPiece == null)
|
||||
{
|
||||
Error = $"No piece exists at {nameof(move)}.{nameof(move.From)}.";
|
||||
@@ -182,7 +184,7 @@ namespace Gameboard.ShogiUI.Rules
|
||||
return false; // Invalid move; move not part of move-set.
|
||||
}
|
||||
|
||||
var captured = Board[move.To.X, move.To.Y];
|
||||
var captured = Board[move.To.Y, move.To.X];
|
||||
if (captured != null)
|
||||
{
|
||||
if (captured.Owner == WhoseTurn) return false; // Invalid move; cannot capture your own piece.
|
||||
@@ -202,8 +204,8 @@ namespace Gameboard.ShogiUI.Rules
|
||||
fromPiece.Promote();
|
||||
}
|
||||
}
|
||||
Board[move.To.X, move.To.Y] = fromPiece;
|
||||
Board[move.From.Value.X, move.From.Value.Y] = null;
|
||||
Board[move.To.Y, move.To.X] = fromPiece;
|
||||
Board[move.From.Value.Y, move.From.Value.X] = null;
|
||||
if (fromPiece.WhichPiece == WhichPiece.King)
|
||||
{
|
||||
if (fromPiece.Owner == WhichPlayer.Player1)
|
||||
@@ -223,7 +225,7 @@ namespace Gameboard.ShogiUI.Rules
|
||||
|
||||
private bool IsPathable(Vector2 from, Vector2 to)
|
||||
{
|
||||
var piece = Board[from.X, from.Y];
|
||||
var piece = Board[from.Y, from.X];
|
||||
if (piece == null) return false;
|
||||
|
||||
var isObstructed = false;
|
||||
@@ -308,8 +310,8 @@ namespace Gameboard.ShogiUI.Rules
|
||||
// ...evaluate if any move gets the player out of check.
|
||||
pathFinder.PathEvery(from, (other, position) =>
|
||||
{
|
||||
if (validationBoard == null) validationBoard = new ShogiBoard(this);
|
||||
var moveToTry = new Move(from, position, false);
|
||||
if (validationBoard == null) validationBoard = new Shogi(this);
|
||||
var moveToTry = new Move(from, position);
|
||||
var moveSuccess = validationBoard.TryMove(moveToTry);
|
||||
if (moveSuccess)
|
||||
{
|
||||
@@ -331,44 +333,44 @@ namespace Gameboard.ShogiUI.Rules
|
||||
{
|
||||
for (int y = 3; y < 6; y++)
|
||||
for (int x = 0; x < 9; x++)
|
||||
Board[x, y] = null;
|
||||
Board[y, x] = null;
|
||||
}
|
||||
private void ResetFrontRow(WhichPlayer player)
|
||||
{
|
||||
int y = player == WhichPlayer.Player1 ? 6 : 2;
|
||||
for (int x = 0; x < 9; x++) Board[x, y] = new Pawn(player);
|
||||
for (int x = 0; x < 9; x++) Board[y, x] = new Piece(WhichPiece.Pawn, player);
|
||||
}
|
||||
private void ResetMiddleRow(WhichPlayer player)
|
||||
{
|
||||
int y = player == WhichPlayer.Player1 ? 7 : 1;
|
||||
|
||||
Board[0, y] = null;
|
||||
for (int x = 2; x < 7; x++) Board[x, y] = null;
|
||||
Board[8, y] = null;
|
||||
Board[y, 0] = null;
|
||||
for (int x = 2; x < 7; x++) Board[y, x] = null;
|
||||
Board[y, 8] = null;
|
||||
if (player == WhichPlayer.Player1)
|
||||
{
|
||||
Board[1, y] = new Bishop(player);
|
||||
Board[7, y] = new Rook(player);
|
||||
Board[y, 1] = new Piece(WhichPiece.Bishop, player);
|
||||
Board[y, 7] = new Piece(WhichPiece.Rook, player);
|
||||
}
|
||||
else
|
||||
{
|
||||
Board[1, y] = new Rook(player);
|
||||
Board[7, y] = new Bishop(player);
|
||||
Board[y, 1] = new Piece(WhichPiece.Rook, player);
|
||||
Board[y, 7] = new Piece(WhichPiece.Bishop, player);
|
||||
}
|
||||
}
|
||||
private void ResetRearRow(WhichPlayer player)
|
||||
{
|
||||
int y = player == WhichPlayer.Player1 ? 8 : 0;
|
||||
|
||||
Board[0, y] = new Lance(player);
|
||||
Board[1, y] = new Knight(player);
|
||||
Board[2, y] = new SilverGeneral(player);
|
||||
Board[3, y] = new GoldenGeneral(player);
|
||||
Board[4, y] = new King(player);
|
||||
Board[5, y] = new GoldenGeneral(player);
|
||||
Board[6, y] = new SilverGeneral(player);
|
||||
Board[7, y] = new Knight(player);
|
||||
Board[8, y] = new Lance(player);
|
||||
Board[y, 0] = new Piece(WhichPiece.Lance, player);
|
||||
Board[y, 1] = new Piece(WhichPiece.Knight, player);
|
||||
Board[y, 2] = new Piece(WhichPiece.SilverGeneral, player);
|
||||
Board[y, 3] = new Piece(WhichPiece.GoldGeneral, player);
|
||||
Board[y, 4] = new Piece(WhichPiece.King, player);
|
||||
Board[y, 5] = new Piece(WhichPiece.GoldGeneral, player);
|
||||
Board[y, 6] = new Piece(WhichPiece.SilverGeneral, player);
|
||||
Board[y, 7] = new Piece(WhichPiece.Knight, player);
|
||||
Board[y, 8] = new Piece(WhichPiece.Lance, player);
|
||||
}
|
||||
private void InitializeBoardState()
|
||||
{
|
||||
@@ -381,5 +383,28 @@ namespace Gameboard.ShogiUI.Rules
|
||||
ResetRearRow(WhichPlayer.Player1);
|
||||
}
|
||||
#endregion
|
||||
|
||||
public BoardState ToServiceModel()
|
||||
{
|
||||
var board = new ServiceModels.Socket.Types.Piece[9, 9];
|
||||
for (var x = 0; x < 9; x++)
|
||||
for (var y = 0; y < 9; y++)
|
||||
{
|
||||
var piece = Board[y, x];
|
||||
if (piece != null)
|
||||
{
|
||||
board[y, x] = piece.ToServiceModel();
|
||||
}
|
||||
}
|
||||
|
||||
return new BoardState
|
||||
{
|
||||
Board = board,
|
||||
PlayerInCheck = InCheck,
|
||||
WhoseTurn = WhoseTurn,
|
||||
Player1Hand = Hands[WhichPlayer.Player1].Select(_ => _.ToServiceModel()).ToList(),
|
||||
Player2Hand = Hands[WhichPlayer.Player2].Select(_ => _.ToServiceModel()).ToList()
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,75 +0,0 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
{
|
||||
public class BoardState : CouchDocument
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public Piece?[,] Board { get; set; }
|
||||
public Piece[] Player1Hand { get; set; }
|
||||
public Piece[] Player2Hand { get; set; }
|
||||
/// <summary>
|
||||
/// Move is null for first BoardState of a session - before anybody has made moves.
|
||||
/// </summary>
|
||||
public Move? Move { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor and setters are for deserialization.
|
||||
/// </summary>
|
||||
public BoardState() : base()
|
||||
{
|
||||
Name = string.Empty;
|
||||
Board = new Piece[9, 9];
|
||||
Player1Hand = Array.Empty<Piece>();
|
||||
Player2Hand = Array.Empty<Piece>();
|
||||
}
|
||||
|
||||
public BoardState(string sessionName, Models.BoardState boardState) : base($"{sessionName}-{DateTime.Now:O}", nameof(BoardState))
|
||||
{
|
||||
Name = sessionName;
|
||||
Board = new Piece[9, 9];
|
||||
|
||||
for (var x = 0; x < 9; x++)
|
||||
for (var y = 0; y < 9; y++)
|
||||
{
|
||||
var piece = boardState.Board[x, y];
|
||||
if (piece != null)
|
||||
{
|
||||
Board[x, y] = new Piece(piece);
|
||||
}
|
||||
}
|
||||
|
||||
Player1Hand = boardState.Player1Hand.Select(model => new Piece(model)).ToArray();
|
||||
Player2Hand = boardState.Player2Hand.Select(model => new Piece(model)).ToArray();
|
||||
if (boardState.Move != null)
|
||||
{
|
||||
Move = new Move(boardState.Move);
|
||||
}
|
||||
}
|
||||
|
||||
public Models.BoardState ToDomainModel()
|
||||
{
|
||||
/*
|
||||
* Board = new Piece[9, 9];
|
||||
for (var x = 0; x < 9; x++)
|
||||
for (var y = 0; y < 9; y++)
|
||||
{
|
||||
var piece = boardState.Board[x, y];
|
||||
if (piece != null)
|
||||
{
|
||||
Board[x, y] = new Piece(piece);
|
||||
}
|
||||
}
|
||||
|
||||
Player1Hand = boardState.Player1Hand.Select(_ => new Piece(_)).ToList();
|
||||
Player2Hand = boardState.Player2Hand.Select(_ => new Piece(_)).ToList();
|
||||
if (boardState.Move != null)
|
||||
{
|
||||
Move = new Move(boardState.Move);
|
||||
}
|
||||
*/
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
{
|
||||
public class BoardStateDocument : CouchDocument
|
||||
{
|
||||
public string Name { get; set; }
|
||||
|
||||
public Piece?[,] Board { get; set; }
|
||||
|
||||
public Piece[] Player1Hand { get; set; }
|
||||
|
||||
public Piece[] Player2Hand { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Move is null for first BoardState of a session - before anybody has made moves.
|
||||
/// </summary>
|
||||
public Move? Move { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor and setters are for deserialization.
|
||||
/// </summary>
|
||||
public BoardStateDocument() : base(WhichDocumentType.BoardState)
|
||||
{
|
||||
Name = string.Empty;
|
||||
Board = new Piece[9, 9];
|
||||
Player1Hand = Array.Empty<Piece>();
|
||||
Player2Hand = Array.Empty<Piece>();
|
||||
}
|
||||
|
||||
public BoardStateDocument(string sessionName, Models.Shogi shogi)
|
||||
: base($"{sessionName}-{DateTime.Now:O}", WhichDocumentType.BoardState)
|
||||
{
|
||||
Name = sessionName;
|
||||
Board = new Piece[9, 9];
|
||||
|
||||
for (var x = 0; x < 9; x++)
|
||||
for (var y = 0; y < 9; y++)
|
||||
{
|
||||
var piece = shogi.Board[y, x];
|
||||
if (piece != null)
|
||||
{
|
||||
Board[y, x] = new Piece(piece);
|
||||
}
|
||||
}
|
||||
|
||||
Player1Hand = shogi.Hands[WhichPlayer.Player1].Select(model => new Piece(model)).ToArray();
|
||||
Player2Hand = shogi.Hands[WhichPlayer.Player2].Select(model => new Piece(model)).ToArray();
|
||||
if (shogi.MoveHistory.Count > 0)
|
||||
{
|
||||
Move = new Move(shogi.MoveHistory[^1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,21 +5,21 @@ namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
{
|
||||
public abstract class CouchDocument
|
||||
{
|
||||
[JsonProperty("_id")]
|
||||
public string Id { get; set; }
|
||||
public string Type { get; set; }
|
||||
[JsonProperty("_id")] public string Id { get; set; }
|
||||
public WhichDocumentType DocumentType { get; }
|
||||
public DateTimeOffset CreatedDate { get; set; }
|
||||
|
||||
public CouchDocument()
|
||||
{
|
||||
Id = string.Empty;
|
||||
Type = string.Empty;
|
||||
CreatedDate = DateTimeOffset.UtcNow;
|
||||
}
|
||||
public CouchDocument(string id, string type)
|
||||
public CouchDocument(WhichDocumentType documentType)
|
||||
: this(string.Empty, documentType, DateTimeOffset.UtcNow) { }
|
||||
|
||||
public CouchDocument(string id, WhichDocumentType documentType)
|
||||
: this(id, documentType, DateTimeOffset.UtcNow) { }
|
||||
|
||||
public CouchDocument(string id, WhichDocumentType documentType, DateTimeOffset createdDate)
|
||||
{
|
||||
Id = id;
|
||||
Type = type;
|
||||
DocumentType = documentType;
|
||||
CreatedDate = createdDate;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
{
|
||||
@@ -32,14 +32,25 @@ namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
|
||||
public Move(Models.Move move)
|
||||
{
|
||||
From = move.From?.ToBoardNotation();
|
||||
if (move.From.HasValue)
|
||||
{
|
||||
From = ToBoardNotation(move.From.Value);
|
||||
}
|
||||
IsPromotion = move.IsPromotion;
|
||||
To = move.To.ToBoardNotation();
|
||||
To = ToBoardNotation(move.To);
|
||||
PieceFromHand = move.PieceFromHand;
|
||||
}
|
||||
|
||||
private static readonly char A = 'A';
|
||||
private static string ToBoardNotation(Vector2 vector)
|
||||
{
|
||||
var file = (char)(vector.X + A);
|
||||
var rank = vector.Y + 1;
|
||||
return $"{file}{rank}";
|
||||
}
|
||||
|
||||
public Models.Move ToDomainModel() => PieceFromHand.HasValue
|
||||
? new((ServiceModels.Socket.Types.WhichPiece)PieceFromHand, Coords.FromBoardNotation(To))
|
||||
: new(Coords.FromBoardNotation(From!), Coords.FromBoardNotation(To), IsPromotion);
|
||||
? new(PieceFromHand.Value, To)
|
||||
: new(From!, To, IsPromotion);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -22,6 +22,6 @@ namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
WhichPiece = piece.WhichPiece;
|
||||
}
|
||||
|
||||
public Models.Piece ToDomainModel() => new(IsPromoted, Owner, WhichPiece);
|
||||
public Models.Piece ToDomainModel() => new(WhichPiece, Owner, IsPromoted);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +0,0 @@
|
||||
### Couch Models
|
||||
|
||||
Couch models should accept domain models during construction and offer a ToDomainModel method which constructs a domain model.
|
||||
In this way, domain models have the freedom to define their valid states.
|
||||
@@ -1,30 +0,0 @@
|
||||
namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
{
|
||||
public class Session : CouchDocument
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public string Player1 { get; set; }
|
||||
public string? Player2 { get; set; }
|
||||
public bool IsPrivate { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor and setters are for deserialization.
|
||||
/// </summary>
|
||||
public Session() : base()
|
||||
{
|
||||
Name = string.Empty;
|
||||
Player1 = string.Empty;
|
||||
Player2 = string.Empty;
|
||||
}
|
||||
|
||||
public Session(string id, Models.Session session) : base(id, nameof(Session))
|
||||
{
|
||||
Name = session.Name;
|
||||
Player1 = session.Player1;
|
||||
Player2 = session.Player2;
|
||||
IsPrivate = session.IsPrivate;
|
||||
}
|
||||
|
||||
public Models.Session ToDomainModel() => new(Name, IsPrivate, Player1, Player2);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
{
|
||||
public class SessionDocument : CouchDocument
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public string Player1 { get; set; }
|
||||
public string? Player2 { get; set; }
|
||||
public bool IsPrivate { get; set; }
|
||||
public IList<BoardStateDocument> History { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor and setters are for deserialization.
|
||||
/// </summary>
|
||||
public SessionDocument() : base(WhichDocumentType.Session)
|
||||
{
|
||||
Name = string.Empty;
|
||||
Player1 = string.Empty;
|
||||
Player2 = string.Empty;
|
||||
History = new List<BoardStateDocument>(0);
|
||||
}
|
||||
|
||||
public SessionDocument(Models.Session session)
|
||||
: base(session.Name, WhichDocumentType.Session)
|
||||
{
|
||||
Name = session.Name;
|
||||
Player1 = session.Player1;
|
||||
Player2 = session.Player2;
|
||||
IsPrivate = session.IsPrivate;
|
||||
History = new List<BoardStateDocument>(0);
|
||||
}
|
||||
|
||||
public SessionDocument(Models.SessionMetadata sessionMetaData)
|
||||
: base(sessionMetaData.Name, WhichDocumentType.Session)
|
||||
{
|
||||
Name = sessionMetaData.Name;
|
||||
Player1 = sessionMetaData.Player1;
|
||||
Player2 = sessionMetaData.Player2;
|
||||
IsPrivate = sessionMetaData.IsPrivate;
|
||||
History = new List<BoardStateDocument>(0);
|
||||
}
|
||||
|
||||
public Models.Session ToDomainModel(Models.Shogi shogi) => new(Name, IsPrivate, shogi, Player1, Player2);
|
||||
|
||||
public Models.SessionMetadata ToDomainModel() => new(Name, IsPrivate, Player1, Player2);
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,6 @@
|
||||
using System;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
{
|
||||
public class User : CouchDocument
|
||||
public class UserDocument : CouchDocument
|
||||
{
|
||||
public static string GetDocumentId(string userName) => $"org.couchdb.user:{userName}";
|
||||
|
||||
@@ -14,7 +12,7 @@ namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
|
||||
public string Name { get; set; }
|
||||
public LoginPlatform Platform { get; set; }
|
||||
public User(string name, LoginPlatform platform) : base($"org.couchdb.user:{name}", nameof(User))
|
||||
public UserDocument(string name, LoginPlatform platform) : base($"org.couchdb.user:{name}", WhichDocumentType.User)
|
||||
{
|
||||
Name = name;
|
||||
Platform = platform;
|
||||
@@ -0,0 +1,9 @@
|
||||
namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
{
|
||||
public enum WhichDocumentType
|
||||
{
|
||||
User,
|
||||
Session,
|
||||
BoardState
|
||||
}
|
||||
}
|
||||
@@ -12,14 +12,14 @@ namespace Gameboard.ShogiUI.Sockets.Repositories
|
||||
{
|
||||
public interface IGameboardRepository
|
||||
{
|
||||
Task<bool> CreateBoardState(string sessionName, Models.BoardState boardState, Models.Move? move);
|
||||
Task<bool> CreateGuestUser(string userName);
|
||||
Task<bool> CreateSession(Models.Session session);
|
||||
Task<IList<Models.Session>> ReadSessions();
|
||||
Task<bool> CreateSession(Models.SessionMetadata session);
|
||||
Task<IList<Models.SessionMetadata>> ReadSessionMetadatas();
|
||||
Task<bool> IsGuestUser(string userName);
|
||||
Task<string> PostJoinCode(string gameName, string userName);
|
||||
Task<Models.Session?> ReadSession(string name);
|
||||
Task<IList<Models.BoardState>> ReadBoardStates(string name);
|
||||
Task<Models.Shogi?> ReadShogi(string name);
|
||||
Task<bool> UpdateSession(Models.Session session);
|
||||
}
|
||||
|
||||
public class GameboardRepository : IGameboardRepository
|
||||
@@ -34,75 +34,99 @@ namespace Gameboard.ShogiUI.Sockets.Repositories
|
||||
this.logger = logger;
|
||||
}
|
||||
|
||||
public async Task<IList<Models.Session>> ReadSessions()
|
||||
public async Task<IList<Models.SessionMetadata>> ReadSessionMetadatas()
|
||||
{
|
||||
var selector = $@"{{ ""{nameof(Session.Type)}"": ""{nameof(Session)}"" }}";
|
||||
var query = $@"{{ ""selector"": {selector} }}";
|
||||
var content = new StringContent(query, Encoding.UTF8, ApplicationJson);
|
||||
var selector = new Dictionary<string, object>(2)
|
||||
{
|
||||
[nameof(SessionDocument.DocumentType)] = WhichDocumentType.Session
|
||||
};
|
||||
var q = new { Selector = selector };
|
||||
var content = new StringContent(JsonConvert.SerializeObject(q), Encoding.UTF8, ApplicationJson);
|
||||
var response = await client.PostAsync("_find", content);
|
||||
var responseContent = await response.Content.ReadAsStringAsync();
|
||||
var result = JsonConvert.DeserializeObject<CouchFindResult<Session>>(responseContent);
|
||||
var sessions = JsonConvert.DeserializeObject<CouchFindResult<SessionDocument>>(responseContent).docs;
|
||||
|
||||
if (result == null)
|
||||
{
|
||||
logger.LogError("Unable to deserialize couchdb result during {0}.", nameof(this.ReadSessions));
|
||||
return Array.Empty<Models.Session>();
|
||||
}
|
||||
return result.docs
|
||||
.Select(_ => _.ToDomainModel())
|
||||
return sessions
|
||||
.Select(s => new Models.SessionMetadata(s.Name, s.IsPrivate, s.Player1, s.Player2))
|
||||
.ToList();
|
||||
}
|
||||
|
||||
public async Task<Models.Session?> ReadSession(string name)
|
||||
{
|
||||
var readShogiTask = ReadShogi(name);
|
||||
var response = await client.GetAsync(name);
|
||||
var responseContent = await response.Content.ReadAsStringAsync();
|
||||
var couchModel = JsonConvert.DeserializeObject<Session>(responseContent);
|
||||
return couchModel.ToDomainModel();
|
||||
var couchModel = JsonConvert.DeserializeObject<SessionDocument>(responseContent);
|
||||
var shogi = await readShogiTask;
|
||||
if (shogi == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
return couchModel.ToDomainModel(shogi);
|
||||
}
|
||||
|
||||
public async Task<IList<Models.BoardState>> ReadBoardStates(string name)
|
||||
public async Task<Models.Shogi?> ReadShogi(string name)
|
||||
{
|
||||
var selector = $@"{{ ""{nameof(BoardState.Type)}"": ""{nameof(BoardState)}"", ""{nameof(BoardState.Name)}"": ""{name}"" }}";
|
||||
var sort = $@"{{ ""{nameof(BoardState.CreatedDate)}"" : ""desc"" }}";
|
||||
var query = $@"{{ ""selector"": {selector}, ""sort"": {sort} }}";
|
||||
var selector = new Dictionary<string, object>(2)
|
||||
{
|
||||
[nameof(BoardStateDocument.DocumentType)] = WhichDocumentType.BoardState,
|
||||
[nameof(BoardStateDocument.Name)] = name
|
||||
};
|
||||
var sort = new Dictionary<string, object>(1)
|
||||
{
|
||||
[nameof(BoardStateDocument.CreatedDate)] = "desc"
|
||||
};
|
||||
var query = JsonConvert.SerializeObject(new { selector, sort = new[] { sort } });
|
||||
|
||||
var content = new StringContent(query, Encoding.UTF8, ApplicationJson);
|
||||
var response = await client.PostAsync("_find", content);
|
||||
var responseContent = await response.Content.ReadAsStringAsync();
|
||||
var result = JsonConvert.DeserializeObject<CouchFindResult<BoardState>>(responseContent);
|
||||
|
||||
if (result == null)
|
||||
if (!response.IsSuccessStatusCode)
|
||||
{
|
||||
logger.LogError("Unable to deserialize couchdb result during {0}.", nameof(this.ReadSessions));
|
||||
return Array.Empty<Models.BoardState>();
|
||||
logger.LogError("Couch error during _find in {func}: {error}.\n\nQuery: {query}", nameof(ReadShogi), responseContent, query);
|
||||
return null;
|
||||
}
|
||||
return result.docs
|
||||
.Select(_ => new Models.BoardState(_))
|
||||
.ToList();
|
||||
var boardStates = JsonConvert
|
||||
.DeserializeObject<CouchFindResult<BoardStateDocument>>(responseContent)
|
||||
.docs;
|
||||
if (boardStates.Length == 0) return null;
|
||||
|
||||
// Skip(1) because the first BoardState has no move; it represents the initial board state of a new Session.
|
||||
var moves = boardStates.Skip(1).Select(couchModel =>
|
||||
{
|
||||
var move = couchModel.Move;
|
||||
Models.Move model = move!.PieceFromHand.HasValue
|
||||
? new Models.Move(move.PieceFromHand.Value, move.To)
|
||||
: new Models.Move(move.From!, move.To, move.IsPromotion);
|
||||
return model;
|
||||
}).ToList();
|
||||
return new Models.Shogi(moves);
|
||||
}
|
||||
|
||||
//public async Task DeleteGame(string gameName)
|
||||
//{
|
||||
// //var uri = $"Session/{gameName}";
|
||||
// //await client.DeleteAsync(Uri.EscapeUriString(uri));
|
||||
//}
|
||||
|
||||
public async Task<bool> CreateSession(Models.Session session)
|
||||
public async Task<bool> CreateSession(Models.SessionMetadata session)
|
||||
{
|
||||
var couchModel = new Session(session.Name, session);
|
||||
var content = new StringContent(JsonConvert.SerializeObject(couchModel), Encoding.UTF8, ApplicationJson);
|
||||
var response = await client.PostAsync(string.Empty, content);
|
||||
var sessionDocument = new SessionDocument(session);
|
||||
var sessionContent = new StringContent(JsonConvert.SerializeObject(sessionDocument), Encoding.UTF8, ApplicationJson);
|
||||
var postSessionDocumentTask = client.PostAsync(string.Empty, sessionContent);
|
||||
|
||||
var boardStateDocument = new BoardStateDocument(session.Name, new Models.Shogi());
|
||||
var boardStateContent = new StringContent(JsonConvert.SerializeObject(boardStateDocument), Encoding.UTF8, ApplicationJson);
|
||||
|
||||
if ((await postSessionDocumentTask).IsSuccessStatusCode)
|
||||
{
|
||||
var response = await client.PostAsync(string.Empty, boardStateContent);
|
||||
return response.IsSuccessStatusCode;
|
||||
}
|
||||
|
||||
public async Task<bool> CreateBoardState(string sessionName, Models.BoardState boardState, Models.Move? move)
|
||||
{
|
||||
var couchModel = new BoardState(sessionName, boardState, move);
|
||||
var content = new StringContent(JsonConvert.SerializeObject(couchModel), Encoding.UTF8, ApplicationJson);
|
||||
var response = await client.PostAsync(string.Empty, content);
|
||||
return response.IsSuccessStatusCode;
|
||||
return false;
|
||||
}
|
||||
|
||||
public async Task<bool> UpdateSession(Models.Session session)
|
||||
{
|
||||
var couchModel = new SessionDocument(session);
|
||||
var content = new StringContent(JsonConvert.SerializeObject(couchModel), Encoding.UTF8, ApplicationJson);
|
||||
var response = await client.PutAsync(couchModel.Id, content);
|
||||
return response.IsSuccessStatusCode;
|
||||
}
|
||||
//public async Task<bool> PutJoinPublicSession(PutJoinPublicSession request)
|
||||
//{
|
||||
// var content = new StringContent(JsonConvert.SerializeObject(request), Encoding.UTF8, MediaType);
|
||||
@@ -169,7 +193,7 @@ namespace Gameboard.ShogiUI.Sockets.Repositories
|
||||
|
||||
public async Task<bool> CreateGuestUser(string userName)
|
||||
{
|
||||
var couchModel = new User(userName, User.LoginPlatform.Guest);
|
||||
var couchModel = new UserDocument(userName, UserDocument.LoginPlatform.Guest);
|
||||
var content = new StringContent(JsonConvert.SerializeObject(couchModel), Encoding.UTF8, ApplicationJson);
|
||||
var response = await client.PostAsync(string.Empty, content);
|
||||
return response.IsSuccessStatusCode;
|
||||
@@ -177,7 +201,7 @@ namespace Gameboard.ShogiUI.Sockets.Repositories
|
||||
|
||||
public async Task<bool> IsGuestUser(string userName)
|
||||
{
|
||||
var req = new HttpRequestMessage(HttpMethod.Head, new Uri($"{client.BaseAddress}/{User.GetDocumentId(userName)}"));
|
||||
var req = new HttpRequestMessage(HttpMethod.Head, new Uri($"{client.BaseAddress}/{UserDocument.GetDocumentId(userName)}"));
|
||||
var response = await client.SendAsync(req);
|
||||
return response.IsSuccessStatusCode;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
using FluentValidation;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
|
||||
{
|
||||
public class CreateGameRequestValidator : AbstractValidator<CreateGameRequest>
|
||||
{
|
||||
public CreateGameRequestValidator()
|
||||
{
|
||||
RuleFor(_ => _.Action).Equal(ClientAction.CreateGame);
|
||||
RuleFor(_ => _.GameName).NotEmpty();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
using FluentValidation;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
|
||||
{
|
||||
public class JoinByCodeRequestValidator : AbstractValidator<JoinByCodeRequest>
|
||||
{
|
||||
public JoinByCodeRequestValidator()
|
||||
{
|
||||
RuleFor(_ => _.Action).Equal(ClientAction.JoinByCode);
|
||||
RuleFor(_ => _.JoinCode).NotEmpty();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
using FluentValidation;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
|
||||
{
|
||||
public class JoinGameRequestValidator : AbstractValidator<JoinGameRequest>
|
||||
{
|
||||
public JoinGameRequestValidator()
|
||||
{
|
||||
RuleFor(_ => _.Action).Equal(ClientAction.JoinGame);
|
||||
RuleFor(_ => _.GameName).NotEmpty();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
using FluentValidation;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
|
||||
{
|
||||
public class ListGamesRequestValidator : AbstractValidator<ListGamesRequest>
|
||||
{
|
||||
public ListGamesRequestValidator()
|
||||
{
|
||||
RuleFor(_ => _.Action).Equal(ClientAction.ListGames);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
using FluentValidation;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
|
||||
{
|
||||
public class LoadGameRequestValidator : AbstractValidator<LoadGameRequest>
|
||||
{
|
||||
public LoadGameRequestValidator()
|
||||
{
|
||||
RuleFor(_ => _.Action).Equal(ClientAction.LoadGame);
|
||||
RuleFor(_ => _.GameName).NotEmpty();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
using FluentValidation;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Services.RequestValidators
|
||||
{
|
||||
public class MoveRequestValidator : AbstractValidator<MoveRequest>
|
||||
{
|
||||
public MoveRequestValidator()
|
||||
{
|
||||
RuleFor(_ => _.Action).Equal(ClientAction.Move);
|
||||
RuleFor(_ => _.GameName).NotEmpty();
|
||||
RuleFor(_ => _.Move.From)
|
||||
.Null()
|
||||
.When(_ => _.Move.PieceFromCaptured.HasValue)
|
||||
.WithMessage("Move.From and Move.PieceFromCaptured are mutually exclusive properties.");
|
||||
RuleFor(_ => _.Move.From)
|
||||
.NotEmpty()
|
||||
.When(_ => !_.Move.PieceFromCaptured.HasValue)
|
||||
.WithMessage("Move.From and Move.PieceFromCaptured are mutually exclusive properties.");
|
||||
}
|
||||
}
|
||||
}
|
||||
194
Gameboard.ShogiUI.Sockets/Services/SocketService.cs
Normal file
194
Gameboard.ShogiUI.Sockets/Services/SocketService.cs
Normal file
@@ -0,0 +1,194 @@
|
||||
using FluentValidation;
|
||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
||||
using Gameboard.ShogiUI.Sockets.Managers;
|
||||
using Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers;
|
||||
using Gameboard.ShogiUI.Sockets.Managers.Utility;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Interfaces;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using Microsoft.AspNetCore.Http;
|
||||
using Microsoft.Extensions.Logging;
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Net;
|
||||
using System.Net.WebSockets;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Services
|
||||
{
|
||||
public interface ISocketService
|
||||
{
|
||||
Task HandleSocketRequest(HttpContext context);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Services a single websocket connection. Authenticates the socket connection, accepts messages, and sends messages.
|
||||
/// </summary>
|
||||
public class SocketService : ISocketService
|
||||
{
|
||||
private readonly ILogger<SocketService> logger;
|
||||
private readonly ISocketConnectionManager communicationManager;
|
||||
private readonly ISocketTokenManager tokenManager;
|
||||
private readonly ICreateGameHandler createGameHandler;
|
||||
private readonly IJoinByCodeHandler joinByCodeHandler;
|
||||
private readonly IJoinGameHandler joinGameHandler;
|
||||
private readonly IListGamesHandler listGamesHandler;
|
||||
private readonly ILoadGameHandler loadGameHandler;
|
||||
private readonly IMoveHandler moveHandler;
|
||||
private readonly IValidator<CreateGameRequest> createGameRequestValidator;
|
||||
private readonly IValidator<JoinByCodeRequest> joinByCodeRequestValidator;
|
||||
private readonly IValidator<JoinGameRequest> joinGameRequestValidator;
|
||||
private readonly IValidator<ListGamesRequest> listGamesRequestValidator;
|
||||
private readonly IValidator<LoadGameRequest> loadGameRequestValidator;
|
||||
private readonly IValidator<MoveRequest> moveRequestValidator;
|
||||
|
||||
public SocketService(
|
||||
ILogger<SocketService> logger,
|
||||
ISocketConnectionManager communicationManager,
|
||||
ISocketTokenManager tokenManager,
|
||||
ICreateGameHandler createGameHandler,
|
||||
IJoinByCodeHandler joinByCodeHandler,
|
||||
IJoinGameHandler joinGameHandler,
|
||||
IListGamesHandler listGamesHandler,
|
||||
ILoadGameHandler loadGameHandler,
|
||||
IMoveHandler moveHandler,
|
||||
IValidator<CreateGameRequest> createGameRequestValidator,
|
||||
IValidator<JoinByCodeRequest> joinByCodeRequestValidator,
|
||||
IValidator<JoinGameRequest> joinGameRequestValidator,
|
||||
IValidator<ListGamesRequest> listGamesRequestValidator,
|
||||
IValidator<LoadGameRequest> loadGameRequestValidator,
|
||||
IValidator<MoveRequest> moveRequestValidator
|
||||
) : base()
|
||||
{
|
||||
this.logger = logger;
|
||||
this.communicationManager = communicationManager;
|
||||
this.tokenManager = tokenManager;
|
||||
this.createGameHandler = createGameHandler;
|
||||
this.joinByCodeHandler = joinByCodeHandler;
|
||||
this.joinGameHandler = joinGameHandler;
|
||||
this.listGamesHandler = listGamesHandler;
|
||||
this.loadGameHandler = loadGameHandler;
|
||||
this.moveHandler = moveHandler;
|
||||
this.createGameRequestValidator = createGameRequestValidator;
|
||||
this.joinByCodeRequestValidator = joinByCodeRequestValidator;
|
||||
this.joinGameRequestValidator = joinGameRequestValidator;
|
||||
this.listGamesRequestValidator = listGamesRequestValidator;
|
||||
this.loadGameRequestValidator = loadGameRequestValidator;
|
||||
this.moveRequestValidator = moveRequestValidator;
|
||||
}
|
||||
|
||||
public async Task HandleSocketRequest(HttpContext context)
|
||||
{
|
||||
var hasToken = context.Request.Query.Keys.Contains("token");
|
||||
if (hasToken)
|
||||
{
|
||||
var oneTimeToken = context.Request.Query["token"][0];
|
||||
var tokenAsGuid = Guid.Parse(oneTimeToken);
|
||||
var userName = tokenManager.GetUsername(tokenAsGuid);
|
||||
if (userName != null)
|
||||
{
|
||||
var socket = await context.WebSockets.AcceptWebSocketAsync();
|
||||
|
||||
communicationManager.SubscribeToBroadcast(socket, userName);
|
||||
while (socket.State == WebSocketState.Open)
|
||||
{
|
||||
try
|
||||
{
|
||||
var message = await socket.ReceiveTextAsync();
|
||||
if (string.IsNullOrWhiteSpace(message)) continue;
|
||||
logger.LogInformation("Request \n{0}\n", message);
|
||||
var request = JsonConvert.DeserializeObject<Request>(message);
|
||||
if (!Enum.IsDefined(typeof(ClientAction), request.Action))
|
||||
{
|
||||
await socket.SendTextAsync("Error: Action not recognized.");
|
||||
continue;
|
||||
}
|
||||
switch (request.Action)
|
||||
{
|
||||
case ClientAction.ListGames:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<ListGamesRequest>(message);
|
||||
if (await ValidateRequestAndReplyIfInvalid(socket, listGamesRequestValidator, req))
|
||||
{
|
||||
await listGamesHandler.Handle(req, userName);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case ClientAction.CreateGame:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<CreateGameRequest>(message);
|
||||
if (await ValidateRequestAndReplyIfInvalid(socket, createGameRequestValidator, req))
|
||||
{
|
||||
await createGameHandler.Handle(req, userName);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case ClientAction.JoinGame:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<JoinGameRequest>(message);
|
||||
if (await ValidateRequestAndReplyIfInvalid(socket, joinGameRequestValidator, req))
|
||||
{
|
||||
await joinGameHandler.Handle(req, userName);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case ClientAction.JoinByCode:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<JoinByCodeRequest>(message);
|
||||
if (await ValidateRequestAndReplyIfInvalid(socket, joinByCodeRequestValidator, req))
|
||||
{
|
||||
await joinByCodeHandler.Handle(req, userName);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case ClientAction.LoadGame:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<LoadGameRequest>(message);
|
||||
if (await ValidateRequestAndReplyIfInvalid(socket, loadGameRequestValidator, req))
|
||||
{
|
||||
await loadGameHandler.Handle(req, userName);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case ClientAction.Move:
|
||||
{
|
||||
var req = JsonConvert.DeserializeObject<MoveRequest>(message);
|
||||
if (await ValidateRequestAndReplyIfInvalid(socket, moveRequestValidator, req))
|
||||
{
|
||||
await moveHandler.Handle(req, userName);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (OperationCanceledException ex)
|
||||
{
|
||||
logger.LogError(ex.Message);
|
||||
}
|
||||
catch (WebSocketException ex)
|
||||
{
|
||||
logger.LogInformation($"{nameof(WebSocketException)} in {nameof(SocketConnectionManager)}.");
|
||||
logger.LogInformation("Probably tried writing to a closed socket.");
|
||||
logger.LogError(ex.Message);
|
||||
}
|
||||
}
|
||||
communicationManager.UnsubscribeFromBroadcastAndGames(userName);
|
||||
return;
|
||||
}
|
||||
}
|
||||
context.Response.StatusCode = (int)HttpStatusCode.Unauthorized;
|
||||
return;
|
||||
}
|
||||
|
||||
public async Task<bool> ValidateRequestAndReplyIfInvalid<TRequest>(WebSocket socket, IValidator<TRequest> validator, TRequest request)
|
||||
{
|
||||
var results = validator.Validate(request);
|
||||
if (!results.IsValid)
|
||||
{
|
||||
await socket.SendTextAsync(string.Join('\n', results.Errors.Select(_ => _.ErrorMessage).ToString()));
|
||||
}
|
||||
return results.IsValid;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,11 @@
|
||||
using FluentValidation;
|
||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
||||
using Gameboard.ShogiUI.Sockets.Managers;
|
||||
using Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories.RepositoryManagers;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.Services;
|
||||
using Gameboard.ShogiUI.Sockets.Services.RequestValidators;
|
||||
using Microsoft.AspNetCore.Authentication.JwtBearer;
|
||||
using Microsoft.AspNetCore.Builder;
|
||||
using Microsoft.AspNetCore.Hosting;
|
||||
@@ -39,11 +42,19 @@ namespace Gameboard.ShogiUI.Sockets
|
||||
services.AddSingleton<IMoveHandler, MoveHandler>();
|
||||
|
||||
// Managers
|
||||
services.AddSingleton<ISocketCommunicationManager, SocketCommunicationManager>();
|
||||
services.AddSingleton<ISocketTokenManager, SocketTokenManager>();
|
||||
services.AddSingleton<ISocketConnectionManager, SocketConnectionManager>();
|
||||
services.AddSingleton<IGameboardRepositoryManager, GameboardRepositoryManager>();
|
||||
services.AddSingleton<IBoardManager, BoardManager>();
|
||||
services.AddSingleton<ISocketTokenManager, SocketTokenManager>();
|
||||
services.AddSingleton<IGameboardManager, GameboardManager>();
|
||||
services.AddSingleton<IActiveSessionManager, ActiveSessionManager>();
|
||||
|
||||
// Services
|
||||
services.AddSingleton<IValidator<CreateGameRequest>, CreateGameRequestValidator>();
|
||||
services.AddSingleton<IValidator<JoinByCodeRequest>, JoinByCodeRequestValidator>();
|
||||
services.AddSingleton<IValidator<JoinGameRequest>, JoinGameRequestValidator>();
|
||||
services.AddSingleton<IValidator<ListGamesRequest>, ListGamesRequestValidator>();
|
||||
services.AddSingleton<IValidator<LoadGameRequest>, LoadGameRequestValidator>();
|
||||
services.AddSingleton<IValidator<MoveRequest>, MoveRequestValidator>();
|
||||
services.AddSingleton<ISocketService, SocketService>();
|
||||
|
||||
// Repositories
|
||||
services.AddHttpClient("couchdb", c =>
|
||||
@@ -77,7 +88,7 @@ namespace Gameboard.ShogiUI.Sockets
|
||||
}
|
||||
|
||||
// This method gets called by the runtime. Use this method to configure the HTTP request pipeline.
|
||||
public void Configure(IApplicationBuilder app, IWebHostEnvironment env, ISocketConnectionManager socketConnectionManager)
|
||||
public void Configure(IApplicationBuilder app, IWebHostEnvironment env, ISocketService socketConnectionManager)
|
||||
{
|
||||
var origins = new[] {
|
||||
"http://localhost:3000", "https://localhost:3000",
|
||||
@@ -135,10 +146,13 @@ namespace Gameboard.ShogiUI.Sockets
|
||||
Formatting = Formatting.Indented,
|
||||
ContractResolver = new DefaultContractResolver
|
||||
{
|
||||
NamingStrategy = new CamelCaseNamingStrategy(),
|
||||
NamingStrategy = new CamelCaseNamingStrategy
|
||||
{
|
||||
ProcessDictionaryKeys = true
|
||||
}
|
||||
},
|
||||
Converters = new[] { new StringEnumConverter() },
|
||||
NullValueHandling = NullValueHandling.Ignore
|
||||
NullValueHandling = NullValueHandling.Ignore,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,10 +5,12 @@
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="AutoFixture" Version="4.17.0" />
|
||||
<PackageReference Include="FluentAssertions" Version="5.10.3" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="16.8.3" />
|
||||
<PackageReference Include="MSTest.TestAdapter" Version="2.1.2" />
|
||||
<PackageReference Include="MSTest.TestFramework" Version="2.1.2" />
|
||||
<PackageReference Include="xunit" Version="2.4.1" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
||||
@@ -0,0 +1,92 @@
|
||||
using AutoFixture;
|
||||
using FluentAssertions;
|
||||
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||
using PathFinding;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Gameboard.ShogiUI.UnitTests.PathFinding
|
||||
{
|
||||
[TestClass]
|
||||
public class PlanarCollectionShould
|
||||
{
|
||||
private class SimpleElement : IPlanarElement
|
||||
{
|
||||
public static int Seed { get; private set; }
|
||||
public MoveSet MoveSet => null;
|
||||
public bool IsUpsideDown => false;
|
||||
|
||||
|
||||
public SimpleElement()
|
||||
{
|
||||
Seed = Seed++;
|
||||
}
|
||||
}
|
||||
|
||||
private Fixture fixture;
|
||||
|
||||
[TestInitialize]
|
||||
public void TestInitialize()
|
||||
{
|
||||
fixture = new Fixture();
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void Index()
|
||||
{
|
||||
// Arrange
|
||||
var collection = new PlanarCollection<SimpleElement>(10, 10);
|
||||
var expected1 = new SimpleElement();
|
||||
var expected2 = new SimpleElement();
|
||||
|
||||
// Act
|
||||
collection[0, 0] = expected1;
|
||||
collection[2, 1] = expected2;
|
||||
|
||||
// Assert
|
||||
collection[0, 0].Should().Be(expected1);
|
||||
collection[2, 1].Should().Be(expected2);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void Iterate()
|
||||
{
|
||||
// Arrange
|
||||
var expected = new List<SimpleElement>();
|
||||
for (var i = 0; i < 9; i++) expected.Add(new SimpleElement());
|
||||
var collection = new PlanarCollection<SimpleElement>(3, 3);
|
||||
for (var x = 0; x < 3; x++)
|
||||
for (var y = 0; y < 3; y++)
|
||||
collection[x, y] = expected[x + y];
|
||||
|
||||
// Act
|
||||
var actual = new List<SimpleElement>();
|
||||
foreach (var elem in collection)
|
||||
actual.Add(elem);
|
||||
|
||||
// Assert
|
||||
actual.Should().BeEquivalentTo(expected);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void Yep()
|
||||
{
|
||||
var collection = new PlanarCollection<SimpleElement>(3, 3);
|
||||
collection[0, 0] = new SimpleElement();
|
||||
collection[1, 0] = new SimpleElement();
|
||||
collection[0, 1] = new SimpleElement();
|
||||
|
||||
// Act
|
||||
var array2d = new SimpleElement[3, 3];
|
||||
for (var x = 0; x < 3; x++)
|
||||
for (var y = 0; y < 3; y++)
|
||||
{
|
||||
array2d[x, y] = collection[x, y];
|
||||
}
|
||||
|
||||
|
||||
Console.WriteLine("hey");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +1,10 @@
|
||||
using FluentAssertions;
|
||||
using Gameboard.ShogiUI.Rules;
|
||||
using Gameboard.ShogiUI.Rules.Pieces;
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
|
||||
using WhichPlayer = Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types.WhichPlayer;
|
||||
using WhichPiece = Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types.WhichPiece;
|
||||
namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
{
|
||||
[TestClass]
|
||||
@@ -15,115 +14,107 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
public void InitializeBoardState()
|
||||
{
|
||||
// Assert
|
||||
var board = new ShogiBoard().Board;
|
||||
var board = new Shogi().Board;
|
||||
// Assert pieces do not start promoted.
|
||||
foreach (var piece in board) piece?.IsPromoted.Should().BeFalse();
|
||||
|
||||
// Assert Player1.
|
||||
for (var y = 0; y < 3; y++)
|
||||
for (var x = 0; x < 9; x++)
|
||||
board[x, y]?.Owner.Should().Be(WhichPlayer.Player2);
|
||||
board[y, x]?.Owner.Should().Be(WhichPlayer.Player2);
|
||||
board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
board[1, 0].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board[2, 0].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board[3, 0].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board[4, 0].WhichPiece.Should().Be(WhichPiece.King);
|
||||
board[5, 0].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board[6, 0].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board[7, 0].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board[8, 0].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
board[0, 1].Should().BeNull();
|
||||
board[0, 1].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board[0, 2].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board[0, 3].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board[0, 4].WhichPiece.Should().Be(WhichPiece.King);
|
||||
board[0, 5].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board[0, 6].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board[0, 7].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board[0, 8].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
board[1, 0].Should().BeNull();
|
||||
board[1, 1].WhichPiece.Should().Be(WhichPiece.Rook);
|
||||
for (var x = 2; x < 7; x++) board[x, 1].Should().BeNull();
|
||||
board[7, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
board[8, 1].Should().BeNull();
|
||||
for (var x = 0; x < 9; x++) board[x, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
for (var x = 2; x < 7; x++) board[1, x].Should().BeNull();
|
||||
board[1, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
board[1, 8].Should().BeNull();
|
||||
for (var x = 0; x < 9; x++) board[2, x].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
|
||||
// Assert empty locations.
|
||||
for (var y = 3; y < 6; y++)
|
||||
for (var x = 0; x < 9; x++)
|
||||
board[x, y].Should().BeNull();
|
||||
board[y, x].Should().BeNull();
|
||||
|
||||
// Assert Player2.
|
||||
for (var y = 6; y < 9; y++)
|
||||
for (var x = 0; x < 9; x++)
|
||||
board[x, y]?.Owner.Should().Be(WhichPlayer.Player1);
|
||||
board[0, 8].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
board[1, 8].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board[2, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board[3, 8].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board[4, 8].WhichPiece.Should().Be(WhichPiece.King);
|
||||
board[5, 8].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board[6, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board[7, 8].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board[y, x]?.Owner.Should().Be(WhichPlayer.Player1);
|
||||
board[8, 0].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
board[8, 1].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board[8, 2].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board[8, 3].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board[8, 4].WhichPiece.Should().Be(WhichPiece.King);
|
||||
board[8, 5].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board[8, 6].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board[8, 7].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board[8, 8].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
board[0, 7].Should().BeNull();
|
||||
board[1, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
for (var x = 2; x < 7; x++) board[x, 7].Should().BeNull();
|
||||
board[7, 0].Should().BeNull();
|
||||
board[7, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
for (var x = 2; x < 7; x++) board[7, x].Should().BeNull();
|
||||
board[7, 7].WhichPiece.Should().Be(WhichPiece.Rook);
|
||||
board[8, 7].Should().BeNull();
|
||||
for (var x = 0; x < 9; x++) board[x, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board[7, 8].Should().BeNull();
|
||||
for (var x = 0; x < 9; x++) board[6, x].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void InitializeBoardStateWithMoves()
|
||||
{
|
||||
var moves = new[]
|
||||
{
|
||||
new Move
|
||||
{
|
||||
// Pawn
|
||||
From = new Vector2(0, 6),
|
||||
To = new Vector2(0, 5)
|
||||
}
|
||||
new Move(new Vector2(0, 6), new Vector2(0, 5))
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
shogi.Board[0, 6].Should().BeNull();
|
||||
shogi.Board[0, 5].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
var shogi = new Shogi(moves);
|
||||
shogi.Board[6, 0].Should().BeNull();
|
||||
shogi.Board[5, 0].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void PreventInvalidMoves_MoveFromEmptyPosition()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = new ShogiBoard();
|
||||
var shogi = new Shogi();
|
||||
// Prerequisit
|
||||
shogi.Board[4, 4].Should().BeNull();
|
||||
|
||||
// Act
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 4), To = new Vector2(4, 5) });
|
||||
var moveSuccess = shogi.Move(new Move(new Vector2(4, 4), new Vector2(4, 5)));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.Board[4, 4].Should().BeNull();
|
||||
shogi.Board[4, 5].Should().BeNull();
|
||||
shogi.Board[5, 4].Should().BeNull();
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void PreventInvalidMoves_MoveToCurrentPosition()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = new ShogiBoard();
|
||||
var shogi = new Shogi();
|
||||
|
||||
// Act - P1 "moves" pawn to the position it already exists at.
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 6), To = new Vector2(0, 6) });
|
||||
var moveSuccess = shogi.Move(new Move(new Vector2(0, 6), new Vector2(0, 6)));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.Board[0, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
shogi.Board[6, 0].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void PreventInvalidMoves_MoveSet()
|
||||
{
|
||||
var invalidLanceMove = new Move
|
||||
{
|
||||
// Bishop moving lateral
|
||||
From = new Vector2(1, 1),
|
||||
To = new Vector2(2, 1)
|
||||
};
|
||||
var invalidLanceMove = new Move(new Vector2(1, 1), new Vector2(2, 1));
|
||||
|
||||
var shogi = new ShogiBoard();
|
||||
var shogi = new Shogi();
|
||||
var moveSuccess = shogi.Move(invalidLanceMove);
|
||||
|
||||
moveSuccess.Should().BeFalse();
|
||||
@@ -135,30 +126,26 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
public void PreventInvalidMoves_Ownership()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = new ShogiBoard();
|
||||
var shogi = new Shogi();
|
||||
shogi.WhoseTurn.Should().Be(WhichPlayer.Player1);
|
||||
shogi.Board[8, 2].Owner.Should().Be(WhichPlayer.Player2);
|
||||
shogi.Board[2, 8].Owner.Should().Be(WhichPlayer.Player2);
|
||||
|
||||
// Act - Move Player2 Pawn when it's Player1 turn.
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(8, 2), To = new Vector2(8, 3) });
|
||||
var moveSuccess = shogi.Move(new Move(new Vector2(8, 2), new Vector2(8, 3)));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.Board[8, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
shogi.Board[8, 5].Should().BeNull();
|
||||
shogi.Board[6, 8].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
shogi.Board[5, 8].Should().BeNull();
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
public void PreventInvalidMoves_MoveThroughAllies()
|
||||
{
|
||||
var invalidLanceMove = new Move
|
||||
{
|
||||
// Lance moving through the pawn before it.
|
||||
From = new Vector2(0, 8),
|
||||
To = new Vector2(0, 4)
|
||||
};
|
||||
var invalidLanceMove = new Move(new Vector2(0, 8), new Vector2(0, 4));
|
||||
|
||||
var shogi = new ShogiBoard();
|
||||
var shogi = new Shogi();
|
||||
var moveSuccess = shogi.Move(invalidLanceMove);
|
||||
|
||||
moveSuccess.Should().BeFalse();
|
||||
@@ -168,21 +155,17 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
|
||||
[TestMethod]
|
||||
public void PreventInvalidMoves_CaptureAlly()
|
||||
{
|
||||
var invalidKnightMove = new Move
|
||||
{
|
||||
// Knight capturing allied Pawn
|
||||
From = new Vector2(1, 8),
|
||||
To = new Vector2(0, 6)
|
||||
};
|
||||
var invalidKnightMove = new Move(new Vector2(1, 8), new Vector2(0, 6));
|
||||
|
||||
var shogi = new ShogiBoard();
|
||||
var shogi = new Shogi();
|
||||
var moveSuccess = shogi.Move(invalidKnightMove);
|
||||
|
||||
moveSuccess.Should().BeFalse();
|
||||
// Assert the Knight has not actually moved or captured.
|
||||
shogi.Board[1, 0].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
shogi.Board[0, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
shogi.Board[0, 1].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
shogi.Board[2, 0].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -192,25 +175,25 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5)),
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
|
||||
new Move(new Vector2(6, 2), new Vector2(6, 3)),
|
||||
// P1 Bishop puts P2 in check
|
||||
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) }
|
||||
new Move(new Vector2(1, 7), new Vector2(6, 2))
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Prerequisit
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
|
||||
// Act - P2 moves Lance while remaining in check.
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 8), To = new Vector2(0, 7) });
|
||||
var moveSuccess = shogi.Move(new Move(new Vector2(0, 8), new Vector2(0, 7)));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.Board[8, 8].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.Board[8, 7].Should().BeNull();
|
||||
shogi.Board[7, 8].Should().BeNull();
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -220,31 +203,31 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5) ),
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(0, 2), To = new Vector2(0, 3) },
|
||||
new Move(new Vector2(0, 2), new Vector2(0, 3) ),
|
||||
// P1 Bishop takes P2 Pawn
|
||||
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
|
||||
new Move(new Vector2(1, 7), new Vector2(6, 2) ),
|
||||
// P2 Gold, block check from P1 Bishop.
|
||||
new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
|
||||
new Move(new Vector2(5, 0), new Vector2(5, 1) ),
|
||||
// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(7, 1), IsPromotion = true },
|
||||
new Move(new Vector2(6, 2), new Vector2(7, 1), true ),
|
||||
// P2 Pawn again
|
||||
new Move { From = new Vector2(0, 3), To = new Vector2(0, 4) },
|
||||
new Move(new Vector2(0, 3), new Vector2(0, 4) ),
|
||||
// P1 Bishop takes P2 Knight
|
||||
new Move { From = new Vector2(7, 1), To = new Vector2(7, 0) },
|
||||
new Move(new Vector2(7, 1), new Vector2(7, 0) ),
|
||||
// P2 Pawn again
|
||||
new Move { From = new Vector2(0, 4), To = new Vector2(0, 5) },
|
||||
new Move(new Vector2(0, 4), new Vector2(0, 5) ),
|
||||
// P1 Bishop takes P2 Lance
|
||||
new Move { From = new Vector2(7, 0), To = new Vector2(8, 0) },
|
||||
new Move(new Vector2(7, 0), new Vector2(8, 0) ),
|
||||
// P2 Lance (move to make room for attempted P1 Pawn placement)
|
||||
new Move { From = new Vector2(0, 0), To = new Vector2(0, 1) },
|
||||
new Move(new Vector2(0, 0), new Vector2(0, 1) ),
|
||||
// P1 arbitrary move
|
||||
new Move { From = new Vector2(4, 8), To = new Vector2(4, 7) },
|
||||
new Move(new Vector2(4, 8), new Vector2(4, 7) ),
|
||||
// P2 Pawn again, takes P1 Pawn
|
||||
new Move { From = new Vector2(0, 5), To = new Vector2(0, 6) },
|
||||
new Move(new Vector2(0, 5) , new Vector2(0, 6) ),
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Prerequisites
|
||||
shogi.Hands[WhichPlayer.Player1].Count.Should().Be(4);
|
||||
@@ -255,27 +238,27 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
|
||||
// Act | Assert - It is P1 turn
|
||||
/// try illegally placing Knight from the hand.
|
||||
shogi.Board[7, 0].Should().BeNull();
|
||||
var dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Knight, To = new Vector2(7, 0) });
|
||||
shogi.Board[0, 7].Should().BeNull();
|
||||
var dropSuccess = shogi.Move(new Move(WhichPiece.Knight, new Vector2(7, 0)));
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
shogi.Board[7, 0].Should().BeNull();
|
||||
dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Knight, To = new Vector2(7, 1) });
|
||||
shogi.Board[0, 7].Should().BeNull();
|
||||
dropSuccess = shogi.Move(new Move(WhichPiece.Knight, new Vector2(7, 1)));
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
shogi.Board[7, 1].Should().BeNull();
|
||||
shogi.Board[1, 7].Should().BeNull();
|
||||
|
||||
/// try illegally placing Pawn from the hand
|
||||
dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Pawn, To = new Vector2(7, 0) });
|
||||
dropSuccess = shogi.Move(new Move(WhichPiece.Pawn, new Vector2(7, 0)));
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
|
||||
shogi.Board[7, 0].Should().BeNull();
|
||||
shogi.Board[0, 7].Should().BeNull();
|
||||
|
||||
/// try illegally placing Lance from the hand
|
||||
dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Lance, To = new Vector2(7, 0) });
|
||||
dropSuccess = shogi.Move(new Move(WhichPiece.Lance, new Vector2(7, 0)));
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
shogi.Board[7, 0].Should().BeNull();
|
||||
shogi.Board[0, 7].Should().BeNull();
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -285,34 +268,34 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5)),
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(8, 2), To = new Vector2(8, 3) },
|
||||
new Move(new Vector2(8, 2), new Vector2(8, 3)),
|
||||
// P1 Bishop, check
|
||||
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
|
||||
new Move(new Vector2(1, 7), new Vector2(6, 2)),
|
||||
// P2 Gold, block check
|
||||
new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
|
||||
new Move(new Vector2(5, 0), new Vector2(5, 1)),
|
||||
// P1 arbitrary move
|
||||
new Move { From = new Vector2(0, 6), To = new Vector2(0, 5) },
|
||||
new Move(new Vector2(0, 6), new Vector2(0, 5)),
|
||||
// P2 Bishop
|
||||
new Move { From = new Vector2(7, 1), To = new Vector2(8, 2) },
|
||||
new Move(new Vector2(7, 1), new Vector2(8, 2)),
|
||||
// P1 Bishop takes P2 Lance
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(8, 0) },
|
||||
new Move(new Vector2(6, 2), new Vector2(8, 0)),
|
||||
// P2 Bishop
|
||||
new Move { From = new Vector2(8, 2), To = new Vector2(7, 1) },
|
||||
new Move(new Vector2(8, 2), new Vector2(7, 1)),
|
||||
// P1 arbitrary move
|
||||
new Move { From = new Vector2(0, 5), To = new Vector2(0, 4) },
|
||||
new Move(new Vector2(0, 5), new Vector2(0, 4)),
|
||||
// P2 Bishop, check
|
||||
new Move { From = new Vector2(7, 1), To = new Vector2(2, 6) },
|
||||
new Move(new Vector2(7, 1), new Vector2(2, 6)),
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Prerequisites
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player1);
|
||||
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
|
||||
// Act - P1 tries to place a Lance while in check.
|
||||
var dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Lance, To = new Vector2(4, 4) });
|
||||
var dropSuccess = shogi.Move(new Move(WhichPiece.Lance, new Vector2(4, 4)));
|
||||
|
||||
// Assert
|
||||
dropSuccess.Should().BeFalse();
|
||||
@@ -328,31 +311,31 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5)),
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
|
||||
new Move(new Vector2(6, 2), new Vector2(6, 3)),
|
||||
// P1 Bishop, capture P2 Pawn, check
|
||||
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
|
||||
new Move(new Vector2(1, 7), new Vector2(6, 2)),
|
||||
// P2 Gold, block check
|
||||
new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
|
||||
new Move(new Vector2(5, 0), new Vector2(5, 1)),
|
||||
// P1 Bishop capture P2 Bishop
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(7, 1) },
|
||||
new Move(new Vector2(6, 2), new Vector2(7, 1)),
|
||||
// P2 arbitrary move
|
||||
new Move { From = new Vector2(0, 0), To = new Vector2(0, 1) },
|
||||
new Move(new Vector2(0, 0), new Vector2(0, 1)),
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Prerequisites
|
||||
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.Board[4, 0].Should().NotBeNull();
|
||||
shogi.Board[0, 4].Should().NotBeNull();
|
||||
|
||||
// Act - P1 tries to place Bishop from hand to an already-occupied position
|
||||
var dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Bishop, To = new Vector2(4, 0) });
|
||||
var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, new Vector2(4, 0)));
|
||||
|
||||
// Assert
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.Board[4, 0].WhichPiece.Should().Be(WhichPiece.King);
|
||||
shogi.Board[0, 4].WhichPiece.Should().Be(WhichPiece.King);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -362,14 +345,14 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5) ),
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
|
||||
new Move(new Vector2(6, 2), new Vector2(6, 3) ),
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Act - P1 Bishop, check
|
||||
shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) });
|
||||
shogi.Move(new Move(new Vector2(1, 7), new Vector2(6, 2)));
|
||||
|
||||
// Assert
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
@@ -382,14 +365,14 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5)),
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) }
|
||||
new Move(new Vector2(6, 2), new Vector2(6, 3))
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Act - P1 Bishop captures P2 Bishop
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(7, 1) });
|
||||
var moveSuccess = shogi.Move(new Move(new Vector2(1, 7), new Vector2(7, 1)));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeTrue();
|
||||
@@ -398,20 +381,20 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
|
||||
.Should()
|
||||
.Be(1);
|
||||
shogi.Board[1, 7].Should().BeNull();
|
||||
shogi.Board[7, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
shogi.Board[7, 1].Should().BeNull();
|
||||
shogi.Board[1, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
shogi.Hands[WhichPlayer.Player1]
|
||||
.Should()
|
||||
.ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop && piece.Owner == WhichPlayer.Player1);
|
||||
|
||||
|
||||
// Act - P2 Silver captures P1 Bishop
|
||||
moveSuccess = shogi.Move(new Move { From = new Vector2(6, 0), To = new Vector2(7, 1) });
|
||||
moveSuccess = shogi.Move(new Move(new Vector2(6, 0), new Vector2(7, 1)));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.Board[6, 0].Should().BeNull();
|
||||
shogi.Board[7, 1].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
shogi.Board[0, 6].Should().BeNull();
|
||||
shogi.Board[1, 7].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
shogi.Board
|
||||
.Cast<Piece>()
|
||||
.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
|
||||
@@ -428,19 +411,19 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5) ),
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) }
|
||||
new Move(new Vector2(6, 2), new Vector2(6, 3) )
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Act - P1 moves across promote threshold.
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(6, 2), IsPromotion = true });
|
||||
var moveSuccess = shogi.Move(new Move(new Vector2(1, 7), new Vector2(6, 2), true));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.Board[1, 7].Should().BeNull();
|
||||
shogi.Board[6, 2].Should().Match<Piece>(piece => piece.WhichPiece == WhichPiece.Bishop && piece.IsPromoted == true);
|
||||
shogi.Board[7, 1].Should().BeNull();
|
||||
shogi.Board[2, 6].Should().Match<Piece>(piece => piece.WhichPiece == WhichPiece.Bishop && piece.IsPromoted == true);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -450,30 +433,30 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Rook
|
||||
new Move { From = new Vector2(7, 7), To = new Vector2(4, 7) },
|
||||
new Move(new Vector2(7, 7), new Vector2(4, 7) ),
|
||||
// P2 Gold
|
||||
new Move { From = new Vector2(3, 0), To = new Vector2(2, 1) },
|
||||
new Move(new Vector2(3, 0), new Vector2(2, 1) ),
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(4, 6), To = new Vector2(4, 5) },
|
||||
new Move(new Vector2(4, 6), new Vector2(4, 5) ),
|
||||
// P2 other Gold
|
||||
new Move { From = new Vector2(5, 0), To = new Vector2(6, 1) },
|
||||
new Move(new Vector2(5, 0), new Vector2(6, 1) ),
|
||||
// P1 same Pawn
|
||||
new Move { From = new Vector2(4, 5), To = new Vector2(4, 4) },
|
||||
new Move(new Vector2(4, 5), new Vector2(4, 4) ),
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(4, 2), To = new Vector2(4, 3) },
|
||||
new Move(new Vector2(4, 2), new Vector2(4, 3) ),
|
||||
// P1 Pawn takes P2 Pawn
|
||||
new Move { From = new Vector2(4, 4), To = new Vector2(4, 3) },
|
||||
new Move(new Vector2(4, 4), new Vector2(4, 3) ),
|
||||
// P2 King
|
||||
new Move { From = new Vector2(4, 0), To = new Vector2(4, 1) },
|
||||
new Move(new Vector2(4, 0), new Vector2(4, 1) ),
|
||||
// P1 Pawn promotes, threatens P2 King
|
||||
new Move { From = new Vector2(4, 3), To = new Vector2(4, 2), IsPromotion = true },
|
||||
new Move(new Vector2(4, 3), new Vector2(4, 2), true ),
|
||||
// P2 King retreat
|
||||
new Move { From = new Vector2(4, 1), To = new Vector2(4, 0) },
|
||||
new Move(new Vector2(4, 1), new Vector2(4, 0) ),
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Act - P1 Pawn wins by checkmate.
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 2), To = new Vector2(4, 1) });
|
||||
var moveSuccess = shogi.Move(new Move(new Vector2(4, 2), new Vector2(4, 1)));
|
||||
|
||||
// Assert - checkmate
|
||||
moveSuccess.Should().BeTrue();
|
||||
|
||||
@@ -1,27 +0,0 @@
|
||||
using FluentAssertions;
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||
|
||||
namespace Gameboard.ShogiUI.UnitTests.Sockets
|
||||
{
|
||||
[TestClass]
|
||||
public class CoordsModelShould
|
||||
{
|
||||
[TestMethod]
|
||||
public void ConvertToNotation()
|
||||
{
|
||||
var letters = "ABCDEFGHI";
|
||||
|
||||
for (var x = 0; x < 8; x++) // file
|
||||
{
|
||||
for (var y = 0; y < 8; y++) // rank
|
||||
{
|
||||
var move = new Coords(x, y);
|
||||
var actual = move.ToBoardNotation();
|
||||
var expected = $"{letters[x]}{y + 1}";
|
||||
actual.Should().Be(expected);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
17
Gameboard.ShogiUI.xUnitTests/GameShould.cs
Normal file
17
Gameboard.ShogiUI.xUnitTests/GameShould.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using FluentAssertions;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using Xunit;
|
||||
|
||||
namespace Gameboard.ShogiUI.xUnitTests
|
||||
{
|
||||
public class GameShould
|
||||
{
|
||||
[Fact]
|
||||
public void DiscardNullPLayers()
|
||||
{
|
||||
var game = new Game("Test", "P1", null);
|
||||
|
||||
game.Players.Count.Should().Be(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net5.0</TargetFramework>
|
||||
|
||||
<IsPackable>false</IsPackable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="AutoFixture" Version="4.17.0" />
|
||||
<PackageReference Include="FluentAssertions" Version="5.10.3" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="16.9.4" />
|
||||
<PackageReference Include="xunit" Version="2.4.1" />
|
||||
<PackageReference Include="xunit.runner.visualstudio" Version="2.4.3">
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="coverlet.collector" Version="3.0.2">
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Gameboard.ShogiUI.Sockets\Gameboard.ShogiUI.Sockets.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
||||
@@ -0,0 +1,76 @@
|
||||
using AutoFixture;
|
||||
using FluentAssertions;
|
||||
using FluentAssertions.Execution;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using Gameboard.ShogiUI.Sockets.Services.RequestValidators;
|
||||
using Xunit;
|
||||
|
||||
namespace Gameboard.ShogiUI.xUnitTests.RequestValidators
|
||||
{
|
||||
public class MoveRequestValidatorShould
|
||||
{
|
||||
private readonly Fixture fixture;
|
||||
private readonly MoveRequestValidator validator;
|
||||
public MoveRequestValidatorShould()
|
||||
{
|
||||
fixture = new Fixture();
|
||||
validator = new MoveRequestValidator();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidPropertyCombinations()
|
||||
{
|
||||
// Arrange
|
||||
var request = fixture.Create<MoveRequest>();
|
||||
|
||||
// Act
|
||||
var results = validator.Validate(request);
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
results.IsValid.Should().BeFalse();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AllowValidPropertyCombinations()
|
||||
{
|
||||
// Arrange
|
||||
var requestWithoutFrom = new MoveRequest()
|
||||
{
|
||||
Action = ClientAction.Move,
|
||||
GameName = "Some game name",
|
||||
Move = new Move()
|
||||
{
|
||||
IsPromotion = false,
|
||||
PieceFromCaptured = WhichPiece.Bishop,
|
||||
To = "A4"
|
||||
}
|
||||
};
|
||||
var requestWithoutPieceFromCaptured = new MoveRequest()
|
||||
{
|
||||
Action = ClientAction.Move,
|
||||
GameName = "Some game name",
|
||||
Move = new Move()
|
||||
{
|
||||
From = "A1",
|
||||
IsPromotion = false,
|
||||
To = "A4"
|
||||
}
|
||||
};
|
||||
|
||||
// Act
|
||||
var results = validator.Validate(requestWithoutFrom);
|
||||
var results2 = validator.Validate(requestWithoutPieceFromCaptured);
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
results.IsValid.Should().BeTrue();
|
||||
results2.IsValid.Should().BeTrue();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
|
||||
@@ -34,7 +35,7 @@ namespace PathFinding
|
||||
{
|
||||
return false;
|
||||
}
|
||||
var element = collection[origin.X, origin.Y];
|
||||
var element = collection[origin.Y, origin.X];
|
||||
if (element == null) return false;
|
||||
|
||||
var path = FindDirectionTowardsDestination(element.MoveSet.GetMoves(), origin, destination);
|
||||
@@ -49,7 +50,7 @@ namespace PathFinding
|
||||
while (shouldPath && next != destination)
|
||||
{
|
||||
next = Vector2.Add(next, path.Direction);
|
||||
var collider = collection[(int)next.X, (int)next.Y];
|
||||
var collider = collection[(int)next.Y, (int)next.X];
|
||||
if (collider != null)
|
||||
{
|
||||
callback?.Invoke(collider, next);
|
||||
@@ -65,14 +66,19 @@ namespace PathFinding
|
||||
|
||||
public void PathEvery(Vector2 from, Callback callback)
|
||||
{
|
||||
var element = collection[from.X, from.Y];
|
||||
var element = collection[from.Y, from.X];
|
||||
if (element == null)
|
||||
{
|
||||
Console.WriteLine("Null element in PathEvery");
|
||||
return;
|
||||
}
|
||||
foreach (var path in element.MoveSet.GetMoves())
|
||||
{
|
||||
var shouldPath = true;
|
||||
var next = Vector2.Add(from, path.Direction); ;
|
||||
while (shouldPath && next.X < width && next.Y < height && next.X >= 0 && next.Y >= 0)
|
||||
{
|
||||
var collider = collection[(int)next.X, (int)next.Y];
|
||||
var collider = collection[(int)next.Y, (int)next.X];
|
||||
if (collider != null)
|
||||
{
|
||||
callback(collider, next);
|
||||
@@ -97,7 +103,7 @@ namespace PathFinding
|
||||
var next = Vector2.Add(origin, direction);
|
||||
while (next.X >= 0 && next.X < width && next.Y >= 0 && next.Y < height)
|
||||
{
|
||||
var element = collection[next.X, next.Y];
|
||||
var element = collection[next.Y, next.X];
|
||||
if (element != null) callback(element, next);
|
||||
next = Vector2.Add(next, direction);
|
||||
}
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
using PathFinding;
|
||||
using System;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Gameboard.ShogiUI.Rules
|
||||
namespace PathFinding
|
||||
{
|
||||
// TODO: Get rid of this thing in favor of T[,] multi-dimensional array with extension methods.
|
||||
public class PlanarCollection<T> : IPlanarCollection<T>, IEnumerable<T> where T : IPlanarElement
|
||||
{
|
||||
public delegate void ForEachDelegate(T element, int x, int y);
|
||||
@@ -19,12 +19,12 @@ namespace Gameboard.ShogiUI.Rules
|
||||
array = new T[width * height];
|
||||
}
|
||||
|
||||
public T? this[int x, int y]
|
||||
public T? this[int y, int x]
|
||||
{
|
||||
get => array[y * width + x];
|
||||
set => array[y * width + x] = value;
|
||||
}
|
||||
public T? this[float x, float y]
|
||||
public T? this[float y, float x]
|
||||
{
|
||||
get => array[(int)y * width + (int)x];
|
||||
set => array[(int)y * width + (int)x] = value;
|
||||
@@ -32,8 +32,8 @@ namespace Gameboard.ShogiUI.Rules
|
||||
|
||||
public int GetLength(int dimension) => dimension switch
|
||||
{
|
||||
0 => width,
|
||||
1 => height,
|
||||
0 => height,
|
||||
1 => width,
|
||||
_ => throw new IndexOutOfRangeException()
|
||||
};
|
||||
|
||||
@@ -43,15 +43,17 @@ namespace Gameboard.ShogiUI.Rules
|
||||
{
|
||||
for (var y = 0; y < height; y++)
|
||||
{
|
||||
if (this[x, y] != null)
|
||||
callback(this[x, y], x, y);
|
||||
var elem = this[y, x];
|
||||
if (elem != null)
|
||||
callback(elem, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator<T> GetEnumerator()
|
||||
{
|
||||
foreach (var item in array) yield return item;
|
||||
foreach (var item in array)
|
||||
if (item != null) yield return item;
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator() => array.GetEnumerator();
|
||||
Reference in New Issue
Block a user