checkpoint
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -52,3 +52,4 @@ Thumbs.db
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#Luke
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#Luke
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bin
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bin
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obj
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obj
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*.user
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16
Benchmarking/Benchmarking.csproj
Normal file
16
Benchmarking/Benchmarking.csproj
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@@ -0,0 +1,16 @@
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<Project Sdk="Microsoft.NET.Sdk">
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||||||
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||||||
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<PropertyGroup>
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||||||
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<TargetFramework>net5.0</TargetFramework>
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||||||
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<OutputType>Exe</OutputType>
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</PropertyGroup>
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<ItemGroup>
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||||||
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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.BoardState\Gameboard.ShogiUI.BoardState.csproj" />
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</ItemGroup>
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||||||
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</Project>
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58
Benchmarking/Benchmarks.cs
Normal file
58
Benchmarking/Benchmarks.cs
Normal file
@@ -0,0 +1,58 @@
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using BenchmarkDotNet.Attributes;
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using BenchmarkDotNet.Running;
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using Gameboard.ShogiUI.BoardState;
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using System;
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namespace Benchmarking
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{
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public class Benchmarks
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{
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private Move[] moves;
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public Benchmarks()
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{
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moves = new[]
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{
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// P1 Rook
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new Move { From = new BoardVector(7, 1), To = new BoardVector(4, 1) },
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// P2 Gold
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new Move { From = new BoardVector(3, 8), To = new BoardVector(2, 7) },
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// P1 Pawn
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new Move { From = new BoardVector(4, 2), To = new BoardVector(4, 3) },
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// P2 other Gold
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new Move { From = new BoardVector(5, 8), To = new BoardVector(6, 7) },
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// P1 same Pawn
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new Move { From = new BoardVector(4, 3), To = new BoardVector(4, 4) },
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// P2 Pawn
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new Move { From = new BoardVector(4, 6), To = new BoardVector(4, 5) },
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// P1 Pawn takes P2 Pawn
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new Move { From = new BoardVector(4, 4), To = new BoardVector(4, 5) },
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// P2 King
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new Move { From = new BoardVector(4, 8), To = new BoardVector(4, 7) },
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// P1 Pawn promotes
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new Move { From = new BoardVector(4, 5), To = new BoardVector(4, 6), IsPromotion = true },
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// P2 King retreat
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new Move { From = new BoardVector(4, 7), To = new BoardVector(4, 8) },
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};
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}
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[Benchmark]
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public void OnlyValidMoves_NewBoard()
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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.TryMove(move);
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}
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}
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|
}
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|
public class Program
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||||||
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{
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public static void Main(string[] args)
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{
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BenchmarkRunner.Run<Benchmarks>();
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Console.WriteLine("Done");
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}
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}
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}
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29
Gameboard.ShogiUI.BoardState/Array2D.cs
Normal file
29
Gameboard.ShogiUI.BoardState/Array2D.cs
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@@ -0,0 +1,29 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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|
using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Gameboard.ShogiUI.BoardState
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{
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public class Array2D<T> : IEnumerable
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{
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private readonly T[] array;
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private readonly int width;
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public Array2D(int width, int height)
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{
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this.width = width;
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array = new T[width * height];
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}
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public T this[int x, int y]
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{
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get => array[y * width + x];
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set => array[y * width + x] = value;
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}
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IEnumerator IEnumerable.GetEnumerator() => array.GetEnumerator();
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}
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}
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62
Gameboard.ShogiUI.BoardState/BoardVector.cs
Normal file
62
Gameboard.ShogiUI.BoardState/BoardVector.cs
Normal file
@@ -0,0 +1,62 @@
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|
using System.Diagnostics;
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namespace Gameboard.ShogiUI.BoardState
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{
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/// <summary>
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/// Provides normalized BoardVectors relative to player.
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/// "Up" for player 1 is "Down" for player 2; that sort of thing.
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/// </summary>
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public class Direction
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{
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private static readonly BoardVector PositiveX = new BoardVector(1, 0);
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private static readonly BoardVector NegativeX = new BoardVector(-1, 0);
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private static readonly BoardVector PositiveY = new BoardVector(0, 1);
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private static readonly BoardVector NegativeY = new BoardVector(0, -1);
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private static readonly BoardVector PositiveYX = new BoardVector(1, 1);
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private static readonly BoardVector NegativeYX = new BoardVector(-1, -1);
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private static readonly BoardVector NegativeYPositiveX = new BoardVector(1, -1);
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private static readonly BoardVector PositiveYNegativeX = new BoardVector(-1, 1);
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private readonly WhichPlayer whichPlayer;
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public Direction(WhichPlayer whichPlayer)
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{
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this.whichPlayer = whichPlayer;
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}
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public BoardVector Up => whichPlayer == WhichPlayer.Player1 ? PositiveY : NegativeY;
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public BoardVector Down => whichPlayer == WhichPlayer.Player1 ? NegativeY : PositiveY;
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public BoardVector Left => whichPlayer == WhichPlayer.Player1 ? NegativeX : PositiveX;
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public BoardVector Right => whichPlayer == WhichPlayer.Player1 ? PositiveX : NegativeX;
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public BoardVector UpLeft => whichPlayer == WhichPlayer.Player1 ? PositiveYNegativeX : NegativeYPositiveX;
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public BoardVector UpRight => whichPlayer == WhichPlayer.Player1 ? PositiveYX : NegativeYX;
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public BoardVector DownLeft => whichPlayer == WhichPlayer.Player1 ? NegativeYX : PositiveYX;
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public BoardVector DownRight => whichPlayer == WhichPlayer.Player1 ? NegativeYPositiveX : PositiveYNegativeX;
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public BoardVector KnightLeft => whichPlayer == WhichPlayer.Player1 ? new BoardVector(-1, 2) : new BoardVector(1, -2);
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public BoardVector KnightRight => whichPlayer == WhichPlayer.Player1 ? new BoardVector(1, 2) : new BoardVector(-1, -2);
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}
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[DebuggerDisplay("[{X}, {Y}]")]
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public class BoardVector
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{
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public int X { get; set; }
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public int Y { get; set; }
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public bool IsValidBoardPosition => X > -1 && X < 9 && Y > -1 && Y < 9;
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public bool IsHand => X < 0 && Y < 0; // TODO: Find a better way to distinguish positions vs hand.
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public BoardVector(int x, int y)
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{
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X = x;
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Y = y;
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}
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public BoardVector Add(BoardVector other) => new BoardVector(X + other.X, Y + other.Y);
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public override bool Equals(object obj) => (obj is BoardVector other) && other.X == X && other.Y == Y;
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public override int GetHashCode()
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{
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// [0,3] should hash different than [3,0]
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return X.GetHashCode() * 3 + Y.GetHashCode() * 5;
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}
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public static bool operator ==(BoardVector a, BoardVector b) => a.Equals(b);
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public static bool operator !=(BoardVector a, BoardVector b) => !a.Equals(b);
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}
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}
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19
Gameboard.ShogiUI.BoardState/Extensions.cs
Normal file
19
Gameboard.ShogiUI.BoardState/Extensions.cs
Normal file
@@ -0,0 +1,19 @@
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using System;
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namespace Gameboard.ShogiUI.BoardState
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{
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public static class Extensions
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{
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public static void ForEachNotNull(this Piece[,] array, Action<Piece, int, int> action)
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{
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for (var x = 0; x < array.GetLength(0); x++)
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for (var y = 0; y < array.GetLength(1); y++)
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||||||
|
{
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var piece = array[x, y];
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if (piece != null)
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||||||
|
{
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action(piece, x, y);
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}
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}
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||||||
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}
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}
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||||||
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}
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@@ -0,0 +1,7 @@
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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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||||||
|
</PropertyGroup>
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||||||
|
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||||||
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</Project>
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10
Gameboard.ShogiUI.BoardState/Move.cs
Normal file
10
Gameboard.ShogiUI.BoardState/Move.cs
Normal file
@@ -0,0 +1,10 @@
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namespace Gameboard.ShogiUI.BoardState
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{
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public class Move
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|
{
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public WhichPiece? PieceFromCaptured { get; set; }
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public BoardVector From { get; set; }
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public BoardVector To { get; set; }
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public bool IsPromotion { get; set; }
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|
}
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|
}
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53
Gameboard.ShogiUI.BoardState/Piece.cs
Normal file
53
Gameboard.ShogiUI.BoardState/Piece.cs
Normal file
@@ -0,0 +1,53 @@
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|
using System.Diagnostics;
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||||||
|
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|
namespace Gameboard.ShogiUI.BoardState
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|
{
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||||||
|
[DebuggerDisplay("{WhichPiece} {Owner}")]
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||||||
|
public class Piece
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||||||
|
{
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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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||||||
|
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||||||
|
public Piece(WhichPiece piece, WhichPlayer owner)
|
||||||
|
{
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||||||
|
WhichPiece = piece;
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||||||
|
Owner = owner;
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||||||
|
IsPromoted = false;
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||||||
|
}
|
||||||
|
|
||||||
|
public bool CanPromote => !IsPromoted
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||||||
|
&& WhichPiece != WhichPiece.King
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||||||
|
&& WhichPiece != WhichPiece.GoldenGeneral;
|
||||||
|
|
||||||
|
public string ShortName => WhichPiece switch
|
||||||
|
{
|
||||||
|
WhichPiece.King => " K ",
|
||||||
|
WhichPiece.GoldenGeneral => " G ",
|
||||||
|
WhichPiece.SilverGeneral => IsPromoted ? "^S^" : " S ",
|
||||||
|
WhichPiece.Bishop => IsPromoted ? "^B^" : " B ",
|
||||||
|
WhichPiece.Rook => IsPromoted ? "^R^" : " R ",
|
||||||
|
WhichPiece.Knight => IsPromoted ? "^k^" : " k ",
|
||||||
|
WhichPiece.Lance => IsPromoted ? "^L^" : " L ",
|
||||||
|
WhichPiece.Pawn => IsPromoted ? "^P^" : " P ",
|
||||||
|
_ => " ? ",
|
||||||
|
};
|
||||||
|
|
||||||
|
public void ToggleOwnership()
|
||||||
|
{
|
||||||
|
Owner = Owner == WhichPlayer.Player1
|
||||||
|
? WhichPlayer.Player2
|
||||||
|
: WhichPlayer.Player1;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Promote() => IsPromoted = true;
|
||||||
|
|
||||||
|
public void Demote() => IsPromoted = false;
|
||||||
|
|
||||||
|
public void Capture()
|
||||||
|
{
|
||||||
|
ToggleOwnership();
|
||||||
|
Demote();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
35
Gameboard.ShogiUI.BoardState/Position.cs
Normal file
35
Gameboard.ShogiUI.BoardState/Position.cs
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
using System;
|
||||||
|
|
||||||
|
namespace Gameboard.ShogiUI.BoardState
|
||||||
|
{
|
||||||
|
public class Position
|
||||||
|
{
|
||||||
|
private int x;
|
||||||
|
private int y;
|
||||||
|
|
||||||
|
public int X
|
||||||
|
{
|
||||||
|
get => x;
|
||||||
|
set {
|
||||||
|
if (value > 8 || value < 0) throw new ArgumentOutOfRangeException();
|
||||||
|
x = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int Y
|
||||||
|
{
|
||||||
|
get => y;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (value > 8 || value < 0) throw new ArgumentOutOfRangeException();
|
||||||
|
y = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Position(int x, int y)
|
||||||
|
{
|
||||||
|
X = x;
|
||||||
|
Y = y;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
522
Gameboard.ShogiUI.BoardState/ShogiBoard.cs
Normal file
522
Gameboard.ShogiUI.BoardState/ShogiBoard.cs
Normal file
@@ -0,0 +1,522 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Text;
|
||||||
|
|
||||||
|
namespace Gameboard.ShogiUI.BoardState
|
||||||
|
{
|
||||||
|
/// <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
|
||||||
|
{
|
||||||
|
private delegate void MoveSetCallback(Piece piece, BoardVector position);
|
||||||
|
private ShogiBoard validationBoard;
|
||||||
|
|
||||||
|
public IReadOnlyDictionary<WhichPlayer, List<Piece>> Hands { get; }
|
||||||
|
public Piece[,] Board { get; }
|
||||||
|
public List<Move> MoveHistory { get; }
|
||||||
|
public WhichPlayer WhoseTurn => MoveHistory.Count % 2 == 0 ? WhichPlayer.Player1 : WhichPlayer.Player2;
|
||||||
|
public WhichPlayer? InCheck { get; private set; }
|
||||||
|
public bool IsCheckmate { get; private set; }
|
||||||
|
|
||||||
|
public ShogiBoard()
|
||||||
|
{
|
||||||
|
Board = new Piece[9, 9];
|
||||||
|
MoveHistory = new List<Move>(20);
|
||||||
|
Hands = new Dictionary<WhichPlayer, List<Piece>> {
|
||||||
|
{ WhichPlayer.Player1, new List<Piece>()},
|
||||||
|
{ WhichPlayer.Player2, new List<Piece>()},
|
||||||
|
};
|
||||||
|
InitializeBoardState();
|
||||||
|
}
|
||||||
|
public ShogiBoard(IList<Move> moves) : this()
|
||||||
|
{
|
||||||
|
for (var i = 0; i < moves.Count; i++)
|
||||||
|
{
|
||||||
|
if (!TryMove(moves[i]))
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Attempts a given move. Returns false if the move is illegal.
|
||||||
|
/// </summary>
|
||||||
|
public bool TryMove(Move move)
|
||||||
|
{
|
||||||
|
// Try making the move in a "throw away" board.
|
||||||
|
if (validationBoard == null)
|
||||||
|
{
|
||||||
|
validationBoard = new ShogiBoard(MoveHistory);
|
||||||
|
}
|
||||||
|
var isValid = move.PieceFromCaptured.HasValue
|
||||||
|
? validationBoard.PlaceFromHand(move)
|
||||||
|
: validationBoard.PlaceFromBoard(move);
|
||||||
|
if (!isValid)
|
||||||
|
{
|
||||||
|
// Invalidate the "throw away" board.
|
||||||
|
validationBoard = null;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// Assert that this move does not put the moving player in check.
|
||||||
|
if (validationBoard.EvaluateCheck(WhoseTurn)) return false;
|
||||||
|
|
||||||
|
var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
||||||
|
// The move is valid and legal; update board state.
|
||||||
|
if (move.PieceFromCaptured.HasValue) PlaceFromHand(move);
|
||||||
|
else PlaceFromBoard(move);
|
||||||
|
|
||||||
|
// Evaluate check
|
||||||
|
InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
|
||||||
|
if (InCheck.HasValue)
|
||||||
|
{
|
||||||
|
//IsCheckmate = EvaluateCheckmate();
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool EvaluateCheckmate()
|
||||||
|
{
|
||||||
|
if (!InCheck.HasValue) return false;
|
||||||
|
|
||||||
|
// Assume true and try to disprove.
|
||||||
|
var isCheckmate = true;
|
||||||
|
Board.ForEachNotNull((piece, x, y) => // For each piece...
|
||||||
|
{
|
||||||
|
if (!isCheckmate) return; // Short circuit
|
||||||
|
|
||||||
|
var from = new BoardVector(x, y);
|
||||||
|
if (piece.Owner == InCheck) // Owned by the player in check...
|
||||||
|
{
|
||||||
|
var positionsToCheck = new List<BoardVector>(10);
|
||||||
|
IterateMoveSet(from, (innerPiece, position) =>
|
||||||
|
{
|
||||||
|
if (innerPiece?.Owner != InCheck) positionsToCheck.Add(position); // Find possible moves...
|
||||||
|
});
|
||||||
|
|
||||||
|
// And evaluate if any move gets the player out of check.
|
||||||
|
foreach (var position in positionsToCheck)
|
||||||
|
{
|
||||||
|
var moveSuccess = validationBoard.TryMove(new Move { From = from, To = position });
|
||||||
|
if (moveSuccess)
|
||||||
|
{
|
||||||
|
Console.WriteLine($"Not check mate");
|
||||||
|
isCheckmate &= validationBoard.EvaluateCheck(InCheck.Value);
|
||||||
|
validationBoard = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
return isCheckmate;
|
||||||
|
}
|
||||||
|
/// <returns>True if the move was successful.</returns>
|
||||||
|
private bool PlaceFromHand(Move move)
|
||||||
|
{
|
||||||
|
if (move.PieceFromCaptured.HasValue == false) return false; //Invalid move
|
||||||
|
var index = Hands[WhoseTurn].FindIndex(p => p.WhichPiece == move.PieceFromCaptured);
|
||||||
|
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.
|
||||||
|
|
||||||
|
var minimumY = 0;
|
||||||
|
switch (move.PieceFromCaptured.Value)
|
||||||
|
{
|
||||||
|
case WhichPiece.Knight:
|
||||||
|
// Knight cannot be placed onto the farthest two ranks from the hand.
|
||||||
|
minimumY = WhoseTurn == WhichPlayer.Player1 ? 2 : 6;
|
||||||
|
break;
|
||||||
|
case WhichPiece.Lance:
|
||||||
|
case WhichPiece.Pawn:
|
||||||
|
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
|
||||||
|
minimumY = WhoseTurn == WhichPlayer.Player1 ? 1 : 7;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if (WhoseTurn == WhichPlayer.Player1 && move.To.Y < minimumY) return false;
|
||||||
|
if (WhoseTurn == WhichPlayer.Player2 && move.To.Y > minimumY) return false;
|
||||||
|
|
||||||
|
// Mutate the board.
|
||||||
|
Board[move.To.X, move.To.Y] = Hands[WhoseTurn][index];
|
||||||
|
Hands[WhoseTurn].RemoveAt(index);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
/// <returns>True if the move was successful.</returns>
|
||||||
|
private bool PlaceFromBoard(Move move)
|
||||||
|
{
|
||||||
|
var fromPiece = Board[move.From.X, move.From.Y];
|
||||||
|
if (fromPiece == null) return false; // Invalid move
|
||||||
|
if (fromPiece.Owner != WhoseTurn) return false; // Invalid move; cannot move other players pieces.
|
||||||
|
if (ValidateMoveAgainstMoveSet(move) == false) return false; // Invalid move; move not part of move-set.
|
||||||
|
|
||||||
|
var captured = Board[move.To.X, move.To.Y];
|
||||||
|
if (captured != null)
|
||||||
|
{
|
||||||
|
if (captured.Owner == WhoseTurn) return false; // Invalid move; cannot capture your own piece.
|
||||||
|
captured.Capture();
|
||||||
|
Hands[captured.Owner].Add(captured);
|
||||||
|
}
|
||||||
|
|
||||||
|
//Mutate the board.
|
||||||
|
if (move.IsPromotion)
|
||||||
|
{
|
||||||
|
if (WhoseTurn == WhichPlayer.Player1 && (move.To.Y > 5 || move.From.Y > 5))
|
||||||
|
{
|
||||||
|
fromPiece.Promote();
|
||||||
|
}
|
||||||
|
else if (WhoseTurn == WhichPlayer.Player2 && (move.To.Y < 3 || move.From.Y < 3))
|
||||||
|
{
|
||||||
|
fromPiece.Promote();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Board[move.To.X, move.To.Y] = fromPiece;
|
||||||
|
Board[move.From.X, move.From.Y] = null;
|
||||||
|
MoveHistory.Add(move);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
public void PrintStateAsAscii()
|
||||||
|
{
|
||||||
|
var builder = new StringBuilder();
|
||||||
|
builder.Append(" Player 2");
|
||||||
|
builder.AppendLine();
|
||||||
|
for (var y = 8; y > -1; y--)
|
||||||
|
{
|
||||||
|
builder.Append("- ");
|
||||||
|
for (var x = 0; x < 8; x++) builder.Append("- - ");
|
||||||
|
builder.Append("- -");
|
||||||
|
builder.AppendLine();
|
||||||
|
builder.Append('|');
|
||||||
|
for (var x = 0; x < 9; x++)
|
||||||
|
{
|
||||||
|
var piece = Board[x, y];
|
||||||
|
if (piece == null)
|
||||||
|
{
|
||||||
|
builder.Append(" ");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
builder.AppendFormat("{0}", piece.ShortName);
|
||||||
|
}
|
||||||
|
builder.Append('|');
|
||||||
|
}
|
||||||
|
builder.AppendLine();
|
||||||
|
}
|
||||||
|
builder.Append("- ");
|
||||||
|
for (var x = 0; x < 8; x++) builder.Append("- - ");
|
||||||
|
builder.Append("- -");
|
||||||
|
builder.AppendLine();
|
||||||
|
builder.Append(" Player 1");
|
||||||
|
Console.WriteLine(builder.ToString());
|
||||||
|
}
|
||||||
|
#region Rules Validation
|
||||||
|
/// <summary>
|
||||||
|
/// Evaluate if a player is in check given the current board state.
|
||||||
|
/// </summary>
|
||||||
|
private bool EvaluateCheck(WhichPlayer whichPlayer)
|
||||||
|
{
|
||||||
|
var inCheck = false;
|
||||||
|
// Iterate every board piece...
|
||||||
|
Board.ForEachNotNull((piece, x, y) =>
|
||||||
|
{
|
||||||
|
// ...that belongs to the opponent...
|
||||||
|
if (piece.Owner != whichPlayer)
|
||||||
|
{
|
||||||
|
IterateMoveSet(new BoardVector(x, y), (threatenedPiece, position) =>
|
||||||
|
{
|
||||||
|
// ...and threatens the player's king.
|
||||||
|
inCheck |=
|
||||||
|
threatenedPiece?.WhichPiece == WhichPiece.King
|
||||||
|
&& threatenedPiece?.Owner == whichPlayer;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
});
|
||||||
|
return inCheck;
|
||||||
|
}
|
||||||
|
private bool EvaluateCheck2(WhichPlayer whichPlayer)
|
||||||
|
{
|
||||||
|
var inCheck = false;
|
||||||
|
MoveSetCallback checkKingThreat = (piece, position) =>
|
||||||
|
{
|
||||||
|
inCheck |=
|
||||||
|
piece?.WhichPiece == WhichPiece.King
|
||||||
|
&& piece?.Owner == whichPlayer;
|
||||||
|
};
|
||||||
|
// Find interesting pieces
|
||||||
|
var longRangePiecePositions = new List<BoardVector>(8);
|
||||||
|
Board.ForEachNotNull((piece, x, y) =>
|
||||||
|
{
|
||||||
|
if (piece.Owner != whichPlayer)
|
||||||
|
{
|
||||||
|
switch (piece.WhichPiece)
|
||||||
|
{
|
||||||
|
case WhichPiece.Bishop:
|
||||||
|
case WhichPiece.Rook:
|
||||||
|
longRangePiecePositions.Add(new BoardVector(x, y));
|
||||||
|
break;
|
||||||
|
case WhichPiece.Lance:
|
||||||
|
if (!piece.IsPromoted) longRangePiecePositions.Add(new BoardVector(x, y));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
foreach(var position in longRangePiecePositions)
|
||||||
|
{
|
||||||
|
IterateMoveSet(position, checkKingThreat);
|
||||||
|
}
|
||||||
|
|
||||||
|
return inCheck;
|
||||||
|
}
|
||||||
|
private bool ValidateMoveAgainstMoveSet(Move move)
|
||||||
|
{
|
||||||
|
var isValid = false;
|
||||||
|
IterateMoveSet(move.From, (piece, position) =>
|
||||||
|
{
|
||||||
|
if (piece?.Owner != WhoseTurn && position == move.To)
|
||||||
|
{
|
||||||
|
isValid = true;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
return isValid;
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Iterate through the possible moves of a piece at a given position.
|
||||||
|
/// </summary>
|
||||||
|
private void IterateMoveSet(BoardVector from, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
// TODO: Make these are of the move To, so only possible moves towards the move To are iterated.
|
||||||
|
// Maybe separate functions? Sometimes I need to iterate the whole move-set, sometimes I need to iterate only the move-set towards the move To.
|
||||||
|
var piece = Board[from.X, from.Y];
|
||||||
|
switch (piece.WhichPiece)
|
||||||
|
{
|
||||||
|
case WhichPiece.King:
|
||||||
|
IterateKingMoveSet(from, callback);
|
||||||
|
break;
|
||||||
|
case WhichPiece.GoldenGeneral:
|
||||||
|
IterateGoldenGeneralMoveSet(from, callback);
|
||||||
|
break;
|
||||||
|
case WhichPiece.SilverGeneral:
|
||||||
|
IterateSilverGeneralMoveSet(from, callback);
|
||||||
|
break;
|
||||||
|
case WhichPiece.Bishop:
|
||||||
|
IterateBishopMoveSet(from, callback);
|
||||||
|
break;
|
||||||
|
case WhichPiece.Rook:
|
||||||
|
IterateRookMoveSet(from, callback);
|
||||||
|
break;
|
||||||
|
case WhichPiece.Knight:
|
||||||
|
IterateKnightMoveSet(from, callback);
|
||||||
|
break;
|
||||||
|
case WhichPiece.Lance:
|
||||||
|
IterateLanceMoveSet(from, callback);
|
||||||
|
break;
|
||||||
|
case WhichPiece.Pawn:
|
||||||
|
IteratePawnMoveSet(from, callback);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void IterateKingMoveSet(BoardVector from, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
var piece = Board[from.X, from.Y];
|
||||||
|
var direction = new Direction(piece.Owner);
|
||||||
|
BoardStep(from, direction.Up, callback);
|
||||||
|
BoardStep(from, direction.UpLeft, callback);
|
||||||
|
BoardStep(from, direction.UpRight, callback);
|
||||||
|
BoardStep(from, direction.Down, callback);
|
||||||
|
BoardStep(from, direction.DownLeft, callback);
|
||||||
|
BoardStep(from, direction.DownRight, callback);
|
||||||
|
BoardStep(from, direction.Left, callback);
|
||||||
|
BoardStep(from, direction.Right, callback);
|
||||||
|
}
|
||||||
|
private void IterateGoldenGeneralMoveSet(BoardVector from, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
var piece = Board[from.X, from.Y];
|
||||||
|
var direction = new Direction(piece.Owner);
|
||||||
|
BoardStep(from, direction.Up, callback);
|
||||||
|
BoardStep(from, direction.UpLeft, callback);
|
||||||
|
BoardStep(from, direction.UpRight, callback);
|
||||||
|
BoardStep(from, direction.Down, callback);
|
||||||
|
BoardStep(from, direction.Left, callback);
|
||||||
|
BoardStep(from, direction.Right, callback);
|
||||||
|
}
|
||||||
|
private void IterateSilverGeneralMoveSet(BoardVector from, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
var piece = Board[from.X, from.Y];
|
||||||
|
var direction = new Direction(piece.Owner);
|
||||||
|
if (piece.IsPromoted)
|
||||||
|
{
|
||||||
|
IterateGoldenGeneralMoveSet(from, callback);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BoardStep(from, direction.Up, callback);
|
||||||
|
BoardStep(from, direction.UpLeft, callback);
|
||||||
|
BoardStep(from, direction.UpRight, callback);
|
||||||
|
BoardStep(from, direction.DownLeft, callback);
|
||||||
|
BoardStep(from, direction.DownRight, callback);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void IterateBishopMoveSet(BoardVector from, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
var piece = Board[from.X, from.Y];
|
||||||
|
var direction = new Direction(piece.Owner);
|
||||||
|
BoardWalk(from, direction.UpLeft, callback);
|
||||||
|
BoardWalk(from, direction.UpRight, callback);
|
||||||
|
BoardWalk(from, direction.DownLeft, callback);
|
||||||
|
BoardWalk(from, direction.DownRight, callback);
|
||||||
|
if (piece.IsPromoted)
|
||||||
|
{
|
||||||
|
BoardStep(from, direction.Up, callback);
|
||||||
|
BoardStep(from, direction.Left, callback);
|
||||||
|
BoardStep(from, direction.Right, callback);
|
||||||
|
BoardStep(from, direction.Down, callback);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void IterateRookMoveSet(BoardVector from, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
var piece = Board[from.X, from.Y];
|
||||||
|
var direction = new Direction(piece.Owner);
|
||||||
|
BoardWalk(from, direction.Up, callback);
|
||||||
|
BoardWalk(from, direction.Left, callback);
|
||||||
|
BoardWalk(from, direction.Right, callback);
|
||||||
|
BoardWalk(from, direction.Down, callback);
|
||||||
|
if (piece.IsPromoted)
|
||||||
|
{
|
||||||
|
BoardStep(from, direction.UpLeft, callback);
|
||||||
|
BoardStep(from, direction.UpRight, callback);
|
||||||
|
BoardStep(from, direction.DownLeft, callback);
|
||||||
|
BoardStep(from, direction.DownRight, callback);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void IterateKnightMoveSet(BoardVector from, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
var piece = Board[from.X, from.Y];
|
||||||
|
if (piece.IsPromoted)
|
||||||
|
{
|
||||||
|
IterateGoldenGeneralMoveSet(from, callback);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var direction = new Direction(piece.Owner);
|
||||||
|
BoardStep(from, direction.KnightLeft, callback);
|
||||||
|
BoardStep(from, direction.KnightRight, callback);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void IterateLanceMoveSet(BoardVector from, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
var piece = Board[from.X, from.Y];
|
||||||
|
if (piece.IsPromoted)
|
||||||
|
{
|
||||||
|
IterateGoldenGeneralMoveSet(from, callback);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var direction = new Direction(piece.Owner);
|
||||||
|
BoardWalk(from, direction.Up, callback);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void IteratePawnMoveSet(BoardVector from, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
var piece = Board[from.X, from.Y];
|
||||||
|
if (piece?.WhichPiece == WhichPiece.Pawn)
|
||||||
|
{
|
||||||
|
if (piece.IsPromoted)
|
||||||
|
{
|
||||||
|
IterateGoldenGeneralMoveSet(from, callback);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
var direction = new Direction(piece.Owner);
|
||||||
|
BoardStep(from, direction.Up, callback);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/// <summary>
|
||||||
|
/// Useful for iterating the board for pieces that move many spaces.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="callback">A function that returns true if walking should continue.</param>
|
||||||
|
private void BoardWalk(BoardVector from, BoardVector direction, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
var foundAnotherPiece = false;
|
||||||
|
var to = from.Add(direction);
|
||||||
|
while (to.IsValidBoardPosition && !foundAnotherPiece)
|
||||||
|
{
|
||||||
|
var piece = Board[to.X, to.Y];
|
||||||
|
callback(piece, to);
|
||||||
|
to = to.Add(direction);
|
||||||
|
foundAnotherPiece = piece != null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Useful for iterating the board for pieces that move only one space.
|
||||||
|
/// </summary>
|
||||||
|
private void BoardStep(BoardVector from, BoardVector direction, MoveSetCallback callback)
|
||||||
|
{
|
||||||
|
var to = from.Add(direction);
|
||||||
|
if (to.IsValidBoardPosition)
|
||||||
|
{
|
||||||
|
callback(Board[to.X, to.Y], to);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Initialize
|
||||||
|
private void ResetEmptyRows()
|
||||||
|
{
|
||||||
|
for (int y = 3; y < 6; y++)
|
||||||
|
for (int x = 0; x < 9; x++)
|
||||||
|
Board[x, y] = null;
|
||||||
|
}
|
||||||
|
private void ResetFrontRow(WhichPlayer player)
|
||||||
|
{
|
||||||
|
int y = player == WhichPlayer.Player1 ? 2 : 6;
|
||||||
|
for (int x = 0; x < 9; x++) Board[x, y] = new Piece(WhichPiece.Pawn, player);
|
||||||
|
}
|
||||||
|
private void ResetMiddleRow(WhichPlayer player)
|
||||||
|
{
|
||||||
|
int y = player == WhichPlayer.Player1 ? 1 : 7;
|
||||||
|
|
||||||
|
Board[0, y] = null;
|
||||||
|
for (int x = 2; x < 7; x++) Board[x, y] = null;
|
||||||
|
Board[8, y] = null;
|
||||||
|
if (player == WhichPlayer.Player1)
|
||||||
|
{
|
||||||
|
Board[1, y] = new Piece(WhichPiece.Bishop, player);
|
||||||
|
Board[7, y] = new Piece(WhichPiece.Rook, player);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Board[1, y] = new Piece(WhichPiece.Rook, player);
|
||||||
|
Board[7, y] = new Piece(WhichPiece.Bishop, player);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void ResetRearRow(WhichPlayer player)
|
||||||
|
{
|
||||||
|
int y = player == WhichPlayer.Player1 ? 0 : 8;
|
||||||
|
|
||||||
|
Board[0, y] = new Piece(WhichPiece.Lance, player);
|
||||||
|
Board[1, y] = new Piece(WhichPiece.Knight, player);
|
||||||
|
Board[2, y] = new Piece(WhichPiece.SilverGeneral, player);
|
||||||
|
Board[3, y] = new Piece(WhichPiece.GoldenGeneral, player);
|
||||||
|
Board[4, y] = new Piece(WhichPiece.King, player);
|
||||||
|
Board[5, y] = new Piece(WhichPiece.GoldenGeneral, player);
|
||||||
|
Board[6, y] = new Piece(WhichPiece.SilverGeneral, player);
|
||||||
|
Board[7, y] = new Piece(WhichPiece.Knight, player);
|
||||||
|
Board[8, y] = new Piece(WhichPiece.Lance, player);
|
||||||
|
}
|
||||||
|
private void InitializeBoardState()
|
||||||
|
{
|
||||||
|
ResetRearRow(WhichPlayer.Player1);
|
||||||
|
ResetMiddleRow(WhichPlayer.Player1);
|
||||||
|
ResetFrontRow(WhichPlayer.Player1);
|
||||||
|
ResetEmptyRows();
|
||||||
|
ResetFrontRow(WhichPlayer.Player2);
|
||||||
|
ResetMiddleRow(WhichPlayer.Player2);
|
||||||
|
ResetRearRow(WhichPlayer.Player2);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
||||||
14
Gameboard.ShogiUI.BoardState/WhichPiece.cs
Normal file
14
Gameboard.ShogiUI.BoardState/WhichPiece.cs
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
namespace Gameboard.ShogiUI.BoardState
|
||||||
|
{
|
||||||
|
public enum WhichPiece
|
||||||
|
{
|
||||||
|
King,
|
||||||
|
GoldenGeneral,
|
||||||
|
SilverGeneral,
|
||||||
|
Bishop,
|
||||||
|
Rook,
|
||||||
|
Knight,
|
||||||
|
Lance,
|
||||||
|
Pawn
|
||||||
|
}
|
||||||
|
}
|
||||||
8
Gameboard.ShogiUI.BoardState/WhichPlayer.cs
Normal file
8
Gameboard.ShogiUI.BoardState/WhichPlayer.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
namespace Gameboard.ShogiUI.BoardState
|
||||||
|
{
|
||||||
|
public enum WhichPlayer
|
||||||
|
{
|
||||||
|
Player1,
|
||||||
|
Player2
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -13,7 +13,7 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages
|
|||||||
{
|
{
|
||||||
public string Action { get; private set; }
|
public string Action { get; private set; }
|
||||||
public string Error { get; set; }
|
public string Error { get; set; }
|
||||||
public IEnumerable<Game> Games { get; set; }
|
public ICollection<Game> Games { get; set; }
|
||||||
|
|
||||||
public ListGamesResponse(ClientAction action)
|
public ListGamesResponse(ClientAction action)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages
|
|||||||
{
|
{
|
||||||
public string Action { get; private set; }
|
public string Action { get; private set; }
|
||||||
public Game Game { get; set; }
|
public Game Game { get; set; }
|
||||||
public IEnumerable<Move> Moves { get; set; }
|
public IReadOnlyList<Move> Moves { get; set; }
|
||||||
public string Error { get; set; }
|
public string Error { get; set; }
|
||||||
|
|
||||||
public LoadGameResponse(ClientAction action)
|
public LoadGameResponse(ClientAction action)
|
||||||
|
|||||||
@@ -0,0 +1,11 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types
|
||||||
|
{
|
||||||
|
public class BoardState
|
||||||
|
{
|
||||||
|
public Piece[,] Board { get; set; }
|
||||||
|
public IReadOnlyCollection<Piece> Player1Hand { get; set; }
|
||||||
|
public IReadOnlyCollection<Piece> Player2Hand { get; set; }
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,8 +1,13 @@
|
|||||||
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types
|
||||||
{
|
{
|
||||||
public class Game
|
public class Game
|
||||||
{
|
{
|
||||||
public string GameName { get; set; }
|
public string GameName { get; set; }
|
||||||
public string[] Players { get; set; }
|
/// <summary>
|
||||||
|
/// Players[0] is the session owner, Players[1] is the other guy
|
||||||
|
/// </summary>
|
||||||
|
public IReadOnlyList<string> Players { get; set; }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,14 @@
|
|||||||
|
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types
|
||||||
|
{
|
||||||
|
public class Piece
|
||||||
|
{
|
||||||
|
public WhichPiece WhichPiece { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// True if this piece is controlled by you.
|
||||||
|
/// </summary>
|
||||||
|
public bool IsControlledByMe { get; set; }
|
||||||
|
|
||||||
|
public bool IsPromoted { get; set; }
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types
|
||||||
|
{
|
||||||
|
public enum WhichPiece
|
||||||
|
{
|
||||||
|
King,
|
||||||
|
GoldGeneral,
|
||||||
|
SilverGeneral,
|
||||||
|
Bishop,
|
||||||
|
Rook,
|
||||||
|
Knight,
|
||||||
|
Lance,
|
||||||
|
Pawn
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -9,7 +9,11 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.Sockets.S
|
|||||||
EndProject
|
EndProject
|
||||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{F35A56FB-B8D8-4CB7-ABF6-D40049C9B42E}"
|
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{F35A56FB-B8D8-4CB7-ABF6-D40049C9B42E}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Gameboard.ShogiUI.Sockets.UnitTests", "Gameboard.ShogiUI.Sockets.UnitTests\Gameboard.ShogiUI.Sockets.UnitTests.csproj", "{8D753AD0-0985-415C-80B3-CCADF3AE1DF9}"
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.BoardState", "Gameboard.ShogiUI.BoardState\Gameboard.ShogiUI.BoardState.csproj", "{C5A7C4EF-549F-40A8-A0BD-DA2C7C0A6CF4}"
|
||||||
|
EndProject
|
||||||
|
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.UnitTests", "Gameboard.ShogiUI.UnitTests\Gameboard.ShogiUI.UnitTests.csproj", "{DC8A933A-DBCB-46B9-AA0B-7B3DC9E763F3}"
|
||||||
|
EndProject
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Benchmarking", "Benchmarking\Benchmarking.csproj", "{DADFF5D6-581F-4D69-845D-53ABD6ABF62F}"
|
||||||
EndProject
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
@@ -25,16 +29,24 @@ Global
|
|||||||
{FE775DE4-50F0-4C5D-AD2B-01320B1E7086}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{FE775DE4-50F0-4C5D-AD2B-01320B1E7086}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{FE775DE4-50F0-4C5D-AD2B-01320B1E7086}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
{FE775DE4-50F0-4C5D-AD2B-01320B1E7086}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
{FE775DE4-50F0-4C5D-AD2B-01320B1E7086}.Release|Any CPU.Build.0 = Release|Any CPU
|
{FE775DE4-50F0-4C5D-AD2B-01320B1E7086}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
{8D753AD0-0985-415C-80B3-CCADF3AE1DF9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{C5A7C4EF-549F-40A8-A0BD-DA2C7C0A6CF4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
{8D753AD0-0985-415C-80B3-CCADF3AE1DF9}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{C5A7C4EF-549F-40A8-A0BD-DA2C7C0A6CF4}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{8D753AD0-0985-415C-80B3-CCADF3AE1DF9}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
{C5A7C4EF-549F-40A8-A0BD-DA2C7C0A6CF4}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
{8D753AD0-0985-415C-80B3-CCADF3AE1DF9}.Release|Any CPU.Build.0 = Release|Any CPU
|
{C5A7C4EF-549F-40A8-A0BD-DA2C7C0A6CF4}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
{DC8A933A-DBCB-46B9-AA0B-7B3DC9E763F3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{DC8A933A-DBCB-46B9-AA0B-7B3DC9E763F3}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{DC8A933A-DBCB-46B9-AA0B-7B3DC9E763F3}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{DC8A933A-DBCB-46B9-AA0B-7B3DC9E763F3}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
{DADFF5D6-581F-4D69-845D-53ABD6ABF62F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{DADFF5D6-581F-4D69-845D-53ABD6ABF62F}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{DADFF5D6-581F-4D69-845D-53ABD6ABF62F}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{DADFF5D6-581F-4D69-845D-53ABD6ABF62F}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(NestedProjects) = preSolution
|
GlobalSection(NestedProjects) = preSolution
|
||||||
{8D753AD0-0985-415C-80B3-CCADF3AE1DF9} = {F35A56FB-B8D8-4CB7-ABF6-D40049C9B42E}
|
{DC8A933A-DBCB-46B9-AA0B-7B3DC9E763F3} = {F35A56FB-B8D8-4CB7-ABF6-D40049C9B42E}
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||||
SolutionGuid = {1D0B04F2-0DA1-4CB4-A82A-5A1C3B52ACEB}
|
SolutionGuid = {1D0B04F2-0DA1-4CB4-A82A-5A1C3B52ACEB}
|
||||||
|
|||||||
@@ -15,6 +15,7 @@
|
|||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\Gameboard.ShogiUI.BoardState\Gameboard.ShogiUI.BoardState.csproj" />
|
||||||
<ProjectReference Include="..\Gameboard.ShogiUI.Sockets.ServiceModels\Gameboard.ShogiUI.Sockets.ServiceModels.csproj" />
|
<ProjectReference Include="..\Gameboard.ShogiUI.Sockets.ServiceModels\Gameboard.ShogiUI.Sockets.ServiceModels.csproj" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
||||||
|
|||||||
@@ -1,12 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
|
||||||
<PropertyGroup>
|
|
||||||
<Controller_SelectedScaffolderID>ApiControllerEmptyScaffolder</Controller_SelectedScaffolderID>
|
|
||||||
<Controller_SelectedScaffolderCategoryPath>root/Controller</Controller_SelectedScaffolderCategoryPath>
|
|
||||||
<ActiveDebugProfile>AspShogiSockets</ActiveDebugProfile>
|
|
||||||
<ShowAllFiles>false</ShowAllFiles>
|
|
||||||
</PropertyGroup>
|
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
|
|
||||||
<DebuggerFlavor>ProjectDebugger</DebuggerFlavor>
|
|
||||||
</PropertyGroup>
|
|
||||||
</Project>
|
|
||||||
@@ -1,6 +1,35 @@
|
|||||||
namespace Gameboard.ShogiUI.Sockets.Managers
|
using Gameboard.ShogiUI.BoardState;
|
||||||
|
using System.Collections.Concurrent;
|
||||||
|
|
||||||
|
namespace Gameboard.ShogiUI.Sockets.Managers
|
||||||
{
|
{
|
||||||
public class BoardManager
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
public string GetBoardState()
|
||||||
|
{
|
||||||
|
return string.Empty;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,15 +1,15 @@
|
|||||||
using Gameboard.Shogi.Api.ServiceModels.Messages;
|
using Gameboard.Shogi.Api.ServiceModels.Messages;
|
||||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
|
||||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
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 Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||||
using Microsoft.Extensions.Logging;
|
using Microsoft.Extensions.Logging;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
using System.Net.WebSockets;
|
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||||
{
|
{
|
||||||
|
// TODO: This doesn't need to be a socket action.
|
||||||
|
// It can be an API route and still tell socket connections about the new session.
|
||||||
public class CreateGameHandler : IActionHandler
|
public class CreateGameHandler : IActionHandler
|
||||||
{
|
{
|
||||||
private readonly ILogger<CreateGameHandler> logger;
|
private readonly ILogger<CreateGameHandler> logger;
|
||||||
@@ -26,13 +26,13 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
|||||||
this.communicationManager = communicationManager;
|
this.communicationManager = communicationManager;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task Handle(WebSocket socket, string json, string userName)
|
public async Task Handle(string json, string userName)
|
||||||
{
|
{
|
||||||
var request = JsonConvert.DeserializeObject<CreateGameRequest>(json);
|
var request = JsonConvert.DeserializeObject<CreateGameRequest>(json);
|
||||||
var postSessionResponse = await repository.PostSession(new PostSession
|
var postSessionResponse = await repository.PostSession(new PostSession
|
||||||
{
|
{
|
||||||
SessionName = request.GameName,
|
SessionName = request.GameName,
|
||||||
PlayerName = userName, // TODO : Investigate if needed by UI
|
PlayerName = userName,
|
||||||
IsPrivate = request.IsPrivate
|
IsPrivate = request.IsPrivate
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -53,9 +53,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
|||||||
|
|
||||||
if (request.IsPrivate)
|
if (request.IsPrivate)
|
||||||
{
|
{
|
||||||
var serialized = JsonConvert.SerializeObject(response);
|
await communicationManager.BroadcastToPlayers(response, userName);
|
||||||
logger.LogInformation("Response to {0} \n{1}\n", userName, serialized);
|
|
||||||
await socket.SendTextAsync(serialized);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Responsible for parsing json and handling the request.
|
/// Responsible for parsing json and handling the request.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
Task Handle(WebSocket socket, string json, string userName);
|
Task Handle(string json, string userName);
|
||||||
}
|
}
|
||||||
|
|
||||||
public delegate IActionHandler ActionHandlerResolver(ClientAction action);
|
public delegate IActionHandler ActionHandlerResolver(ClientAction action);
|
||||||
|
|||||||
@@ -1,11 +1,9 @@
|
|||||||
using Gameboard.Shogi.Api.ServiceModels.Messages;
|
using Gameboard.Shogi.Api.ServiceModels.Messages;
|
||||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
|
||||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
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 Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||||
using Microsoft.Extensions.Logging;
|
using Microsoft.Extensions.Logging;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
using System.Net.WebSockets;
|
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||||
@@ -26,7 +24,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
|||||||
this.communicationManager = communicationManager;
|
this.communicationManager = communicationManager;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task Handle(WebSocket socket, string json, string userName)
|
public async Task Handle(string json, string userName)
|
||||||
{
|
{
|
||||||
var request = JsonConvert.DeserializeObject<JoinByCode>(json);
|
var request = JsonConvert.DeserializeObject<JoinByCode>(json);
|
||||||
var joinGameResponse = await repository.PostJoinPrivateSession(new PostJoinPrivateSession
|
var joinGameResponse = await repository.PostJoinPrivateSession(new PostJoinPrivateSession
|
||||||
@@ -37,37 +35,32 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
|||||||
|
|
||||||
if (joinGameResponse.JoinSucceeded)
|
if (joinGameResponse.JoinSucceeded)
|
||||||
{
|
{
|
||||||
var gameName = (await repository.GetGame(joinGameResponse.SessionName)).Session.Name;
|
|
||||||
|
|
||||||
// Other members of the game see a regular JoinGame occur.
|
// Other members of the game see a regular JoinGame occur.
|
||||||
var response = new JoinGameResponse(ClientAction.JoinGame)
|
var response = new JoinGameResponse(ClientAction.JoinGame)
|
||||||
{
|
{
|
||||||
PlayerName = userName,
|
PlayerName = userName,
|
||||||
GameName = gameName
|
GameName = joinGameResponse.SessionName
|
||||||
};
|
};
|
||||||
// At this time, userName hasn't subscribed and won't receive this broadcasted messages.
|
// At this time, userName hasn't subscribed and won't receive this message.
|
||||||
await communicationManager.BroadcastToGame(gameName, response);
|
await communicationManager.BroadcastToGame(joinGameResponse.SessionName, response);
|
||||||
|
|
||||||
// But the player joining sees the JoinByCode occur.
|
// The player joining sees the JoinByCode occur.
|
||||||
response = new JoinGameResponse(ClientAction.JoinByCode)
|
response = new JoinGameResponse(ClientAction.JoinByCode)
|
||||||
{
|
{
|
||||||
PlayerName = userName,
|
PlayerName = userName,
|
||||||
GameName = gameName
|
GameName = joinGameResponse.SessionName
|
||||||
};
|
};
|
||||||
var serialized = JsonConvert.SerializeObject(response);
|
await communicationManager.BroadcastToPlayers(response, userName);
|
||||||
logger.LogInformation("Response to {0} \n{1}\n", userName, serialized);
|
|
||||||
await socket.SendTextAsync(serialized);
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
var response = new JoinGameResponse(ClientAction.JoinByCode)
|
var response = new JoinGameResponse(ClientAction.JoinByCode)
|
||||||
{
|
{
|
||||||
PlayerName = userName,
|
PlayerName = userName,
|
||||||
|
GameName = joinGameResponse.SessionName,
|
||||||
Error = "Error joining game."
|
Error = "Error joining game."
|
||||||
};
|
};
|
||||||
var serialized = JsonConvert.SerializeObject(response);
|
await communicationManager.BroadcastToPlayers(response, userName);
|
||||||
logger.LogInformation("Response to {0} \n{1}\n", userName, serialized);
|
|
||||||
await socket.SendTextAsync(serialized);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,7 +3,6 @@ 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 Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
using System.Net.WebSockets;
|
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||||
@@ -20,13 +19,9 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
|||||||
this.communicationManager = communicationManager;
|
this.communicationManager = communicationManager;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task Handle(WebSocket socket, string json, string userName)
|
public async Task Handle(string json, string userName)
|
||||||
{
|
{
|
||||||
var request = JsonConvert.DeserializeObject<JoinGameRequest>(json);
|
var request = JsonConvert.DeserializeObject<JoinGameRequest>(json);
|
||||||
var response = new JoinGameResponse(ClientAction.JoinGame)
|
|
||||||
{
|
|
||||||
PlayerName = userName
|
|
||||||
};
|
|
||||||
|
|
||||||
var joinGameResponse = await gameboardRepository.PutJoinPublicSession(new PutJoinPublicSession
|
var joinGameResponse = await gameboardRepository.PutJoinPublicSession(new PutJoinPublicSession
|
||||||
{
|
{
|
||||||
@@ -34,15 +29,20 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
|||||||
SessionName = request.GameName
|
SessionName = request.GameName
|
||||||
});
|
});
|
||||||
|
|
||||||
|
var response = new JoinGameResponse(ClientAction.JoinGame)
|
||||||
|
{
|
||||||
|
PlayerName = userName,
|
||||||
|
GameName = request.GameName
|
||||||
|
};
|
||||||
if (joinGameResponse.JoinSucceeded)
|
if (joinGameResponse.JoinSucceeded)
|
||||||
{
|
{
|
||||||
response.GameName = request.GameName;
|
await communicationManager.BroadcastToAll(response);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
response.Error = "Game is full.";
|
response.Error = "Game is full.";
|
||||||
}
|
await communicationManager.BroadcastToPlayers(response, userName);
|
||||||
await communicationManager.BroadcastToAll(response);
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,26 +1,29 @@
|
|||||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
using Gameboard.ShogiUI.Sockets.Models;
|
||||||
using Gameboard.ShogiUI.Sockets.Models;
|
|
||||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
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 Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Net.WebSockets;
|
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||||
{
|
{
|
||||||
|
// TODO: This doesn't need to be a socket action.
|
||||||
|
// It can be an HTTP route.
|
||||||
public class ListGamesHandler : IActionHandler
|
public class ListGamesHandler : IActionHandler
|
||||||
{
|
{
|
||||||
|
private readonly ISocketCommunicationManager communicationManager;
|
||||||
private readonly IGameboardRepository repository;
|
private readonly IGameboardRepository repository;
|
||||||
|
|
||||||
public ListGamesHandler(
|
public ListGamesHandler(
|
||||||
|
ISocketCommunicationManager communicationManager,
|
||||||
IGameboardRepository repository)
|
IGameboardRepository repository)
|
||||||
{
|
{
|
||||||
|
this.communicationManager = communicationManager;
|
||||||
this.repository = repository;
|
this.repository = repository;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task Handle(WebSocket socket, string json, string userName)
|
public async Task Handle(string json, string userName)
|
||||||
{
|
{
|
||||||
var request = JsonConvert.DeserializeObject<ListGamesRequest>(json);
|
var request = JsonConvert.DeserializeObject<ListGamesRequest>(json);
|
||||||
var getGamesResponse = string.IsNullOrWhiteSpace(userName)
|
var getGamesResponse = string.IsNullOrWhiteSpace(userName)
|
||||||
@@ -33,11 +36,10 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
|||||||
|
|
||||||
var response = new ListGamesResponse(ClientAction.ListGames)
|
var response = new ListGamesResponse(ClientAction.ListGames)
|
||||||
{
|
{
|
||||||
Games = games
|
Games = games.ToList()
|
||||||
};
|
};
|
||||||
|
|
||||||
var serialized = JsonConvert.SerializeObject(response);
|
await communicationManager.BroadcastToPlayers(response, userName);
|
||||||
await socket.SendTextAsync(serialized);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,56 +1,66 @@
|
|||||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
using Gameboard.ShogiUI.BoardState;
|
||||||
using Gameboard.ShogiUI.Sockets.Managers.Utility;
|
|
||||||
using Gameboard.ShogiUI.Sockets.Models;
|
|
||||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
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 Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||||
using Microsoft.Extensions.Logging;
|
using Microsoft.Extensions.Logging;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using System.Net.WebSockets;
|
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Subscribes a user to messages for a session and loads that session into the BoardManager for playing.
|
||||||
|
/// </summary>
|
||||||
public class LoadGameHandler : IActionHandler
|
public class LoadGameHandler : IActionHandler
|
||||||
{
|
{
|
||||||
private readonly ILogger<LoadGameHandler> logger;
|
private readonly ILogger<LoadGameHandler> logger;
|
||||||
private readonly IGameboardRepository gameboardRepository;
|
private readonly IGameboardRepository gameboardRepository;
|
||||||
private readonly ISocketCommunicationManager communicationManager;
|
private readonly ISocketCommunicationManager communicationManager;
|
||||||
|
private readonly IBoardManager boardManager;
|
||||||
|
|
||||||
public LoadGameHandler(
|
public LoadGameHandler(
|
||||||
ILogger<LoadGameHandler> logger,
|
ILogger<LoadGameHandler> logger,
|
||||||
ISocketCommunicationManager communicationManager,
|
ISocketCommunicationManager communicationManager,
|
||||||
IGameboardRepository gameboardRepository)
|
IGameboardRepository gameboardRepository,
|
||||||
|
IBoardManager boardManager)
|
||||||
{
|
{
|
||||||
this.logger = logger;
|
this.logger = logger;
|
||||||
this.gameboardRepository = gameboardRepository;
|
this.gameboardRepository = gameboardRepository;
|
||||||
this.communicationManager = communicationManager;
|
this.communicationManager = communicationManager;
|
||||||
|
this.boardManager = boardManager;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task Handle(WebSocket socket, string json, string userName)
|
public async Task Handle(string json, string userName)
|
||||||
{
|
{
|
||||||
var request = JsonConvert.DeserializeObject<LoadGameRequest>(json);
|
var request = JsonConvert.DeserializeObject<LoadGameRequest>(json);
|
||||||
var getGameResponse = await gameboardRepository.GetGame(request.GameName);
|
var gameTask = gameboardRepository.GetGame(request.GameName);
|
||||||
var getMovesResponse = await gameboardRepository.GetMoves(request.GameName);
|
var moveTask = gameboardRepository.GetMoves(request.GameName);
|
||||||
|
|
||||||
var response = new LoadGameResponse(ClientAction.LoadGame);
|
var getGameResponse = await gameTask;
|
||||||
|
var getMovesResponse = await moveTask;
|
||||||
if (getGameResponse == null || getMovesResponse == null)
|
if (getGameResponse == null || getMovesResponse == null)
|
||||||
{
|
{
|
||||||
response.Error = $"Could not find game.";
|
logger.LogWarning("{action} - {user} was unable to load session named {session}.", ClientAction.LoadGame, userName, request.GameName);
|
||||||
|
var response = new LoadGameResponse(ClientAction.LoadGame) { Error = "Game not found." };
|
||||||
|
await communicationManager.BroadcastToPlayers(response, userName);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
var sessionModel = new Session(getGameResponse.Session);
|
var sessionModel = new Models.Session(getGameResponse.Session);
|
||||||
communicationManager.SubscribeToGame(socket, sessionModel, userName);
|
var moveModels = getMovesResponse.Moves.Select(_ => new Models.Move(_)).ToList();
|
||||||
|
|
||||||
response.Game = sessionModel.ToServiceModel();
|
communicationManager.SubscribeToGame(sessionModel, userName);
|
||||||
response.Moves = getMovesResponse.Moves.Select(_ => Mapper.Map(_).ToServiceModel());
|
var boardMoves = moveModels.Select(_ => _.ToBoardModel()).ToList();
|
||||||
}
|
boardManager.Add(getGameResponse.Session.Name, new ShogiBoard(boardMoves));
|
||||||
|
|
||||||
var serialized = JsonConvert.SerializeObject(response);
|
var response = new LoadGameResponse(ClientAction.LoadGame)
|
||||||
logger.LogInformation("Response to {0} \n{1}\n", userName, serialized);
|
{
|
||||||
await socket.SendTextAsync(serialized);
|
Game = sessionModel.ToServiceModel(),
|
||||||
|
Moves = moveModels.Select(_ => _.ToServiceModel()).ToList(),
|
||||||
|
};
|
||||||
|
await communicationManager.BroadcastToPlayers(response, userName);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,45 +1,47 @@
|
|||||||
using Gameboard.Shogi.Api.ServiceModels.Messages;
|
using Gameboard.Shogi.Api.ServiceModels.Messages;
|
||||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
|
||||||
using Gameboard.ShogiUI.Sockets.Managers.Utility;
|
|
||||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
|
||||||
using Service = Gameboard.ShogiUI.Sockets.ServiceModels.Socket;
|
|
||||||
using Newtonsoft.Json;
|
|
||||||
using System.Net.WebSockets;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
using Gameboard.ShogiUI.Sockets.Models;
|
using Gameboard.ShogiUI.Sockets.Models;
|
||||||
|
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||||
|
using Newtonsoft.Json;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using Service = Gameboard.ShogiUI.Sockets.ServiceModels.Socket;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||||
{
|
{
|
||||||
public class MoveHandler : IActionHandler
|
public class MoveHandler : IActionHandler
|
||||||
{
|
{
|
||||||
|
private readonly IBoardManager boardManager;
|
||||||
private readonly IGameboardRepository gameboardRepository;
|
private readonly IGameboardRepository gameboardRepository;
|
||||||
private readonly ISocketCommunicationManager communicationManager;
|
private readonly ISocketCommunicationManager communicationManager;
|
||||||
public MoveHandler(
|
public MoveHandler(
|
||||||
|
IBoardManager boardManager,
|
||||||
ISocketCommunicationManager communicationManager,
|
ISocketCommunicationManager communicationManager,
|
||||||
IGameboardRepository gameboardRepository)
|
IGameboardRepository gameboardRepository)
|
||||||
{
|
{
|
||||||
|
this.boardManager = boardManager;
|
||||||
this.gameboardRepository = gameboardRepository;
|
this.gameboardRepository = gameboardRepository;
|
||||||
this.communicationManager = communicationManager;
|
this.communicationManager = communicationManager;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task Handle(WebSocket socket, string json, string userName)
|
public async Task Handle(string json, string userName)
|
||||||
{
|
{
|
||||||
var request = JsonConvert.DeserializeObject<Service.Messages.MoveRequest>(json);
|
var request = JsonConvert.DeserializeObject<Service.Messages.MoveRequest>(json);
|
||||||
// Basic move validation
|
// Basic move validation
|
||||||
if (request.Move.To.Equals(request.Move.From))
|
if (request.Move.To.Equals(request.Move.From))
|
||||||
{
|
{
|
||||||
var serialized = JsonConvert.SerializeObject(
|
var error = new Service.Messages.ErrorResponse(Service.Types.ClientAction.Move)
|
||||||
new Service.Messages.ErrorResponse(Service.Types.ClientAction.Move)
|
|
||||||
{
|
{
|
||||||
Error = "Error: moving piece from tile to the same tile."
|
Error = "Error: moving piece from tile to the same tile."
|
||||||
});
|
};
|
||||||
await socket.SendTextAsync(serialized);
|
await communicationManager.BroadcastToPlayers(error, userName);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
var moveModel = new Move(request.Move);
|
var moveModel = new Move(request.Move);
|
||||||
var session = (await gameboardRepository.GetGame(request.GameName)).Session;
|
var board = boardManager.Get(request.GameName);
|
||||||
await gameboardRepository.PostMove(request.GameName, new PostMove(Mapper.Map(moveModel)));
|
var boardMove = moveModel.ToBoardModel();
|
||||||
|
//board.Move()
|
||||||
|
await gameboardRepository.PostMove(request.GameName, new PostMove(moveModel.ToApiModel()));
|
||||||
|
|
||||||
|
|
||||||
var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
|
var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
|
||||||
{
|
{
|
||||||
@@ -47,7 +49,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
|||||||
PlayerName = userName,
|
PlayerName = userName,
|
||||||
Move = moveModel.ToServiceModel()
|
Move = moveModel.ToServiceModel()
|
||||||
};
|
};
|
||||||
await communicationManager.BroadcastToGame(session.Name, response);
|
await communicationManager.BroadcastToGame(request.GameName, response);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -21,10 +21,11 @@ namespace Gameboard.ShogiUI.Sockets.Managers
|
|||||||
Task BroadcastToAll(IResponse response);
|
Task BroadcastToAll(IResponse response);
|
||||||
Task BroadcastToGame(string gameName, IResponse response);
|
Task BroadcastToGame(string gameName, IResponse response);
|
||||||
Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2);
|
Task BroadcastToGame(string gameName, IResponse forPlayer1, IResponse forPlayer2);
|
||||||
void SubscribeToGame(WebSocket socket, Session session, string playerName);
|
void SubscribeToGame(Session session, string playerName);
|
||||||
void SubscribeToBroadcast(WebSocket socket, string playerName);
|
void SubscribeToBroadcast(WebSocket socket, string playerName);
|
||||||
void UnsubscribeFromBroadcastAndGames(string playerName);
|
void UnsubscribeFromBroadcastAndGames(string playerName);
|
||||||
void UnsubscribeFromGame(string gameName, string playerName);
|
void UnsubscribeFromGame(string gameName, string playerName);
|
||||||
|
Task BroadcastToPlayers(IResponse response, params string[] playerNames);
|
||||||
}
|
}
|
||||||
|
|
||||||
public class SocketCommunicationManager : ISocketCommunicationManager
|
public class SocketCommunicationManager : ISocketCommunicationManager
|
||||||
@@ -65,7 +66,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
var handler = handlerResolver(request.Action);
|
var handler = handlerResolver(request.Action);
|
||||||
await handler.Handle(socket, message, userName);
|
await handler.Handle(message, userName);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
catch (OperationCanceledException ex)
|
catch (OperationCanceledException ex)
|
||||||
@@ -100,7 +101,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Unsubscribes the player from their current game, then subscribes to the new game.
|
/// Unsubscribes the player from their current game, then subscribes to the new game.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void SubscribeToGame(WebSocket socket, Session session, string playerName)
|
public void SubscribeToGame(Session session, string playerName)
|
||||||
{
|
{
|
||||||
// Unsubscribe from any other games
|
// Unsubscribe from any other games
|
||||||
foreach (var kvp in sessions)
|
foreach (var kvp in sessions)
|
||||||
@@ -110,9 +111,12 @@ namespace Gameboard.ShogiUI.Sockets.Managers
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Subscribe
|
// Subscribe
|
||||||
|
if (connections.TryGetValue(playerName, out var socket))
|
||||||
|
{
|
||||||
var s = sessions.GetOrAdd(session.Name, session);
|
var s = sessions.GetOrAdd(session.Name, session);
|
||||||
s.Subscriptions.TryAdd(playerName, socket);
|
s.Subscriptions.TryAdd(playerName, socket);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void UnsubscribeFromGame(string gameName, string playerName)
|
public void UnsubscribeFromGame(string gameName, string playerName)
|
||||||
{
|
{
|
||||||
@@ -123,6 +127,21 @@ namespace Gameboard.ShogiUI.Sockets.Managers
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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)
|
public Task BroadcastToAll(IResponse response)
|
||||||
{
|
{
|
||||||
var message = JsonConvert.SerializeObject(response);
|
var message = JsonConvert.SerializeObject(response);
|
||||||
|
|||||||
@@ -1,67 +0,0 @@
|
|||||||
using Gameboard.ShogiUI.Sockets.Models;
|
|
||||||
using Microsoft.FSharp.Core;
|
|
||||||
using ShogiApi = Gameboard.Shogi.Api.ServiceModels.Types;
|
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.Sockets.Managers.Utility
|
|
||||||
{
|
|
||||||
public static class Mapper
|
|
||||||
{
|
|
||||||
public static ShogiApi.Move Map(Move source)
|
|
||||||
{
|
|
||||||
var from = source.From;
|
|
||||||
var to = source.To;
|
|
||||||
FSharpOption<ShogiApi.WhichPieceName> pieceFromCaptured = source.PieceFromCaptured switch
|
|
||||||
{
|
|
||||||
"B" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.Bishop),
|
|
||||||
"G" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.GoldenGeneral),
|
|
||||||
"K" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.King),
|
|
||||||
"k" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.Knight),
|
|
||||||
"L" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.Lance),
|
|
||||||
"P" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.Pawn),
|
|
||||||
"R" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.Rook),
|
|
||||||
"S" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.SilverGeneral),
|
|
||||||
_ => null
|
|
||||||
};
|
|
||||||
var target = new ShogiApi.Move
|
|
||||||
{
|
|
||||||
Origin = new ShogiApi.BoardLocation { X = from.X, Y = from.Y },
|
|
||||||
Destination = new ShogiApi.BoardLocation { X = to.X, Y = to.Y },
|
|
||||||
IsPromotion = source.IsPromotion,
|
|
||||||
PieceFromCaptured = pieceFromCaptured
|
|
||||||
};
|
|
||||||
return target;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static Move Map(ShogiApi.Move source)
|
|
||||||
{
|
|
||||||
var origin = source.Origin;
|
|
||||||
var destination = source.Destination;
|
|
||||||
string pieceFromCaptured = null;
|
|
||||||
if (source.PieceFromCaptured != null)
|
|
||||||
{
|
|
||||||
pieceFromCaptured = source.PieceFromCaptured.Value switch
|
|
||||||
{
|
|
||||||
ShogiApi.WhichPieceName.Bishop => "B",
|
|
||||||
ShogiApi.WhichPieceName.GoldenGeneral => "G",
|
|
||||||
ShogiApi.WhichPieceName.King => "K",
|
|
||||||
ShogiApi.WhichPieceName.Knight => "k",
|
|
||||||
ShogiApi.WhichPieceName.Lance => "L",
|
|
||||||
ShogiApi.WhichPieceName.Pawn => "P",
|
|
||||||
ShogiApi.WhichPieceName.Rook => "R",
|
|
||||||
ShogiApi.WhichPieceName.SilverGeneral => "S",
|
|
||||||
_ => ""
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
var target = new Move
|
|
||||||
{
|
|
||||||
From = new Coords(origin.X, origin.Y),
|
|
||||||
To = new Coords(destination.X, destination.Y),
|
|
||||||
IsPromotion = source.IsPromotion,
|
|
||||||
PieceFromCaptured = pieceFromCaptured
|
|
||||||
};
|
|
||||||
|
|
||||||
return target;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,4 +1,9 @@
|
|||||||
namespace Gameboard.ShogiUI.Sockets.Models
|
using Gameboard.ShogiUI.BoardState;
|
||||||
|
using Microsoft.FSharp.Core;
|
||||||
|
using System;
|
||||||
|
using ShogiApi = Gameboard.Shogi.Api.ServiceModels.Types;
|
||||||
|
|
||||||
|
namespace Gameboard.ShogiUI.Sockets.Models
|
||||||
{
|
{
|
||||||
public class Move
|
public class Move
|
||||||
{
|
{
|
||||||
@@ -15,7 +20,29 @@
|
|||||||
PieceFromCaptured = move.PieceFromCaptured;
|
PieceFromCaptured = move.PieceFromCaptured;
|
||||||
IsPromotion = move.IsPromotion;
|
IsPromotion = move.IsPromotion;
|
||||||
}
|
}
|
||||||
|
public Move(ShogiApi.Move move)
|
||||||
|
{
|
||||||
|
string pieceFromCaptured = null;
|
||||||
|
if (move.PieceFromCaptured != null)
|
||||||
|
{
|
||||||
|
pieceFromCaptured = move.PieceFromCaptured.Value switch
|
||||||
|
{
|
||||||
|
ShogiApi.WhichPieceName.Bishop => "",
|
||||||
|
ShogiApi.WhichPieceName.GoldenGeneral => "G",
|
||||||
|
ShogiApi.WhichPieceName.King => "K",
|
||||||
|
ShogiApi.WhichPieceName.Knight => "k",
|
||||||
|
ShogiApi.WhichPieceName.Lance => "L",
|
||||||
|
ShogiApi.WhichPieceName.Pawn => "P",
|
||||||
|
ShogiApi.WhichPieceName.Rook => "R",
|
||||||
|
ShogiApi.WhichPieceName.SilverGeneral => "S",
|
||||||
|
_ => ""
|
||||||
|
};
|
||||||
|
}
|
||||||
|
From = new Coords(move.Origin.X, move.Origin.Y);
|
||||||
|
To = new Coords(move.Destination.X, move.Destination.Y);
|
||||||
|
IsPromotion = move.IsPromotion;
|
||||||
|
PieceFromCaptured = pieceFromCaptured;
|
||||||
|
}
|
||||||
public ServiceModels.Socket.Types.Move ToServiceModel() => new ServiceModels.Socket.Types.Move
|
public ServiceModels.Socket.Types.Move ToServiceModel() => new ServiceModels.Socket.Types.Move
|
||||||
{
|
{
|
||||||
From = From.ToBoardNotation(),
|
From = From.ToBoardNotation(),
|
||||||
@@ -23,5 +50,38 @@
|
|||||||
PieceFromCaptured = PieceFromCaptured,
|
PieceFromCaptured = PieceFromCaptured,
|
||||||
To = To.ToBoardNotation()
|
To = To.ToBoardNotation()
|
||||||
};
|
};
|
||||||
|
public ShogiApi.Move ToApiModel()
|
||||||
|
{
|
||||||
|
var pieceFromCaptured = PieceFromCaptured switch
|
||||||
|
{
|
||||||
|
"B" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.Bishop),
|
||||||
|
"G" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.GoldenGeneral),
|
||||||
|
"K" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.King),
|
||||||
|
"k" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.Knight),
|
||||||
|
"L" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.Lance),
|
||||||
|
"P" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.Pawn),
|
||||||
|
"R" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.Rook),
|
||||||
|
"S" => new FSharpOption<ShogiApi.WhichPieceName>(ShogiApi.WhichPieceName.SilverGeneral),
|
||||||
|
_ => null
|
||||||
|
};
|
||||||
|
var target = new ShogiApi.Move
|
||||||
|
{
|
||||||
|
Origin = new ShogiApi.BoardLocation { X = From.X, Y = From.Y },
|
||||||
|
Destination = new ShogiApi.BoardLocation { X = To.X, Y = To.Y },
|
||||||
|
IsPromotion = IsPromotion,
|
||||||
|
PieceFromCaptured = pieceFromCaptured
|
||||||
|
};
|
||||||
|
return target;
|
||||||
|
}
|
||||||
|
public BoardState.Move ToBoardModel()
|
||||||
|
{
|
||||||
|
return new BoardState.Move
|
||||||
|
{
|
||||||
|
From = new BoardVector(From.X, From.Y),
|
||||||
|
IsPromotion = IsPromotion,
|
||||||
|
PieceFromCaptured = Enum.TryParse<WhichPiece>(PieceFromCaptured, out var whichPiece) ? whichPiece : null,
|
||||||
|
To = new BoardVector(To.X, To.Y)
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -45,6 +45,7 @@ namespace Gameboard.ShogiUI.Sockets
|
|||||||
services.AddSingleton<ISocketTokenManager, SocketTokenManager>();
|
services.AddSingleton<ISocketTokenManager, SocketTokenManager>();
|
||||||
services.AddSingleton<ISocketConnectionManager, SocketConnectionManager>();
|
services.AddSingleton<ISocketConnectionManager, SocketConnectionManager>();
|
||||||
services.AddScoped<IGameboardRepositoryManager, GameboardRepositoryManager>();
|
services.AddScoped<IGameboardRepositoryManager, GameboardRepositoryManager>();
|
||||||
|
services.AddSingleton<IBoardManager, BoardManager>();
|
||||||
services.AddSingleton<ActionHandlerResolver>(sp => action =>
|
services.AddSingleton<ActionHandlerResolver>(sp => action =>
|
||||||
{
|
{
|
||||||
return action switch
|
return action switch
|
||||||
|
|||||||
26
Gameboard.ShogiUI.UnitTests/BoardState/BoardVectorShould.cs
Normal file
26
Gameboard.ShogiUI.UnitTests/BoardState/BoardVectorShould.cs
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
using FluentAssertions;
|
||||||
|
using Gameboard.ShogiUI.BoardState;
|
||||||
|
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||||
|
|
||||||
|
namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||||
|
{
|
||||||
|
[TestClass]
|
||||||
|
public class BoardVectorShould
|
||||||
|
{
|
||||||
|
[TestMethod]
|
||||||
|
public void BeEqualWhenPropertiesAreEqual()
|
||||||
|
{
|
||||||
|
var a = new BoardVector(3, 2);
|
||||||
|
var b = new BoardVector(3, 2);
|
||||||
|
a.Should().Be(b);
|
||||||
|
a.GetHashCode().Should().Be(b.GetHashCode());
|
||||||
|
(a == b).Should().BeTrue();
|
||||||
|
|
||||||
|
// Properties should not be transitively equal.
|
||||||
|
b = new BoardVector(2, 3);
|
||||||
|
a.Should().NotBe(b);
|
||||||
|
a.GetHashCode().Should().NotBe(b.GetHashCode());
|
||||||
|
(a == b).Should().BeFalse();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
322
Gameboard.ShogiUI.UnitTests/BoardState/ShogiBoardShould.cs
Normal file
322
Gameboard.ShogiUI.UnitTests/BoardState/ShogiBoardShould.cs
Normal file
@@ -0,0 +1,322 @@
|
|||||||
|
using FluentAssertions;
|
||||||
|
using Gameboard.ShogiUI.BoardState;
|
||||||
|
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||||
|
using System;
|
||||||
|
using System.Linq;
|
||||||
|
namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||||
|
{
|
||||||
|
[TestClass]
|
||||||
|
public class ShogiBoardShould
|
||||||
|
{
|
||||||
|
[TestMethod]
|
||||||
|
public void InitializeBoardState()
|
||||||
|
{
|
||||||
|
// Assert
|
||||||
|
var board = new ShogiBoard().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.Player1);
|
||||||
|
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.GoldenGeneral);
|
||||||
|
board[4, 0].WhichPiece.Should().Be(WhichPiece.King);
|
||||||
|
board[5, 0].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
|
||||||
|
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[1, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||||
|
for (var x = 2; x < 7; x++) board[x, 1].Should().BeNull();
|
||||||
|
board[7, 1].WhichPiece.Should().Be(WhichPiece.Rook);
|
||||||
|
board[8, 1].Should().BeNull();
|
||||||
|
for (var x = 0; x < 9; x++) board[x, 2].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();
|
||||||
|
|
||||||
|
// Assert Player2.
|
||||||
|
for (var y = 6; y < 9; y++)
|
||||||
|
for (var x = 0; x < 9; x++)
|
||||||
|
board[x, y]?.Owner.Should().Be(WhichPlayer.Player2);
|
||||||
|
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.GoldenGeneral);
|
||||||
|
board[4, 8].WhichPiece.Should().Be(WhichPiece.King);
|
||||||
|
board[5, 8].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
|
||||||
|
board[6, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||||
|
board[7, 8].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.Rook);
|
||||||
|
for (var x = 2; x < 7; x++) board[x, 7].Should().BeNull();
|
||||||
|
board[7, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||||
|
board[8, 7].Should().BeNull();
|
||||||
|
for (var x = 0; x < 9; x++) board[x, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void InitializeBoardStateWithMoves()
|
||||||
|
{
|
||||||
|
var moves = new[]
|
||||||
|
{
|
||||||
|
new Move
|
||||||
|
{
|
||||||
|
// Pawn
|
||||||
|
From = new BoardVector(0, 2),
|
||||||
|
To = new BoardVector(0, 3)
|
||||||
|
}
|
||||||
|
};
|
||||||
|
var shogi = new ShogiBoard(moves);
|
||||||
|
shogi.Board[0, 2].Should().BeNull();
|
||||||
|
shogi.Board[0, 3].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void PreventInvalidMoves_MoveToCurrentPosition()
|
||||||
|
{
|
||||||
|
// Arrange
|
||||||
|
var shogi = new ShogiBoard();
|
||||||
|
|
||||||
|
// Act - P1 "moves" pawn to the position it already exists at.
|
||||||
|
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(0, 2), To = new BoardVector(0, 2) });
|
||||||
|
|
||||||
|
// Assert
|
||||||
|
moveSuccess.Should().BeFalse();
|
||||||
|
shogi.Board[0, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void PreventInvalidMoves_MoveSet()
|
||||||
|
{
|
||||||
|
var invalidLanceMove = new Move
|
||||||
|
{
|
||||||
|
// Lance moving adjacent
|
||||||
|
From = new BoardVector(0, 0),
|
||||||
|
To = new BoardVector(1, 5)
|
||||||
|
};
|
||||||
|
|
||||||
|
var shogi = new ShogiBoard();
|
||||||
|
var moveSuccess = shogi.TryMove(invalidLanceMove);
|
||||||
|
|
||||||
|
moveSuccess.Should().BeFalse();
|
||||||
|
// Assert the Lance has not actually moved.
|
||||||
|
shogi.Board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void PreventInvalidMoves_Ownership()
|
||||||
|
{
|
||||||
|
// Arrange
|
||||||
|
var shogi = new ShogiBoard();
|
||||||
|
|
||||||
|
// Act - Move Player2 Pawn when it's Player1 turn.
|
||||||
|
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(8, 6), To = new BoardVector(8, 5) });
|
||||||
|
|
||||||
|
// Assert
|
||||||
|
moveSuccess.Should().BeFalse();
|
||||||
|
shogi.Board[8, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||||
|
shogi.Board[8, 5].Should().BeNull();
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void PreventInvalidMoves_MoveThroughAllies()
|
||||||
|
{
|
||||||
|
var invalidLanceMove = new Move
|
||||||
|
{
|
||||||
|
// Lance moving through the pawn before it.
|
||||||
|
From = new BoardVector(0, 0),
|
||||||
|
To = new BoardVector(0, 5)
|
||||||
|
};
|
||||||
|
|
||||||
|
var shogi = new ShogiBoard();
|
||||||
|
var moveSuccess = shogi.TryMove(invalidLanceMove);
|
||||||
|
|
||||||
|
moveSuccess.Should().BeFalse();
|
||||||
|
// Assert the Lance has not actually moved.
|
||||||
|
shogi.Board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void PreventInvalidMoves_CaptureAlly()
|
||||||
|
{
|
||||||
|
var invalidKnightMove = new Move
|
||||||
|
{
|
||||||
|
// Knight capturing allied Pawn
|
||||||
|
From = new BoardVector(1, 0),
|
||||||
|
To = new BoardVector(0, 2)
|
||||||
|
};
|
||||||
|
|
||||||
|
var shogi = new ShogiBoard();
|
||||||
|
var moveSuccess = shogi.TryMove(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);
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void PreventInvalidMoves_Check()
|
||||||
|
{
|
||||||
|
// Arrange
|
||||||
|
var moves = new[]
|
||||||
|
{
|
||||||
|
// P1 Pawn
|
||||||
|
new Move { From = new BoardVector(2, 2), To = new BoardVector(2, 3) },
|
||||||
|
// P2 Pawn
|
||||||
|
new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) },
|
||||||
|
// P1 Bishop puts P2 in check
|
||||||
|
new Move { From = new BoardVector(1, 1), To = new BoardVector(6, 6) }
|
||||||
|
};
|
||||||
|
var shogi = new ShogiBoard(moves);
|
||||||
|
|
||||||
|
// Prerequisit
|
||||||
|
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||||
|
|
||||||
|
|
||||||
|
// Act - P2 moves Lance while remaining in check.
|
||||||
|
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(8, 8), To = new BoardVector(8, 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();
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void Check()
|
||||||
|
{
|
||||||
|
// Arrange
|
||||||
|
var moves = new[]
|
||||||
|
{
|
||||||
|
// P1 Pawn
|
||||||
|
new Move { From = new BoardVector(2, 2), To = new BoardVector(2, 3) },
|
||||||
|
// P2 Pawn
|
||||||
|
new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) },
|
||||||
|
};
|
||||||
|
var shogi = new ShogiBoard(moves);
|
||||||
|
|
||||||
|
|
||||||
|
// Act - P1 Bishop, check
|
||||||
|
shogi.TryMove(new Move { From = new BoardVector(1, 1), To = new BoardVector(6, 6) });
|
||||||
|
|
||||||
|
// Assert
|
||||||
|
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void Capture()
|
||||||
|
{
|
||||||
|
// Arrange
|
||||||
|
var moves = new[]
|
||||||
|
{
|
||||||
|
// P1 Pawn
|
||||||
|
new Move { From = new BoardVector(2, 2), To = new BoardVector(2, 3) },
|
||||||
|
// P2 Pawn
|
||||||
|
new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) }
|
||||||
|
};
|
||||||
|
var shogi = new ShogiBoard(moves);
|
||||||
|
|
||||||
|
// Act - P1 Bishop captures P2 Bishop
|
||||||
|
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(1, 1), To = new BoardVector(7, 7) });
|
||||||
|
|
||||||
|
// Assert
|
||||||
|
moveSuccess.Should().BeTrue();
|
||||||
|
shogi.Board
|
||||||
|
.Cast<Piece>()
|
||||||
|
.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
|
||||||
|
.Should()
|
||||||
|
.Be(1);
|
||||||
|
shogi.Board[1, 1].Should().BeNull();
|
||||||
|
shogi.Board[7, 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.TryMove(new Move { From = new BoardVector(6, 8), To = new BoardVector(7, 7) });
|
||||||
|
|
||||||
|
// Assert
|
||||||
|
moveSuccess.Should().BeTrue();
|
||||||
|
shogi.Board[6, 8].Should().BeNull();
|
||||||
|
shogi.Board[7, 7].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||||
|
shogi.Board
|
||||||
|
.Cast<Piece>()
|
||||||
|
.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
|
||||||
|
.Should().Be(0);
|
||||||
|
shogi.Hands[WhichPlayer.Player2]
|
||||||
|
.Should()
|
||||||
|
.ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop && piece.Owner == WhichPlayer.Player2);
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void Promote()
|
||||||
|
{
|
||||||
|
// Arrange
|
||||||
|
var moves = new[]
|
||||||
|
{
|
||||||
|
// P1 Pawn
|
||||||
|
new Move { From = new BoardVector(2, 2), To = new BoardVector(2, 3) },
|
||||||
|
// P2 Pawn
|
||||||
|
new Move { From = new BoardVector(6, 6), To = new BoardVector(6, 5) }
|
||||||
|
};
|
||||||
|
var shogi = new ShogiBoard(moves);
|
||||||
|
|
||||||
|
// Act - P1 moves across promote threshold.
|
||||||
|
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(1, 1), To = new BoardVector(6, 6), IsPromotion = true });
|
||||||
|
|
||||||
|
// Assert
|
||||||
|
moveSuccess.Should().BeTrue();
|
||||||
|
shogi.Board[1, 1].Should().BeNull();
|
||||||
|
shogi.Board[6, 6].Should().Match<Piece>(piece => piece.WhichPiece == WhichPiece.Bishop && piece.IsPromoted == true);
|
||||||
|
}
|
||||||
|
|
||||||
|
[TestMethod]
|
||||||
|
public void CheckMate()
|
||||||
|
{
|
||||||
|
// Arrange
|
||||||
|
var moves = new[]
|
||||||
|
{
|
||||||
|
// P1 Rook
|
||||||
|
new Move { From = new BoardVector(7, 1), To = new BoardVector(4, 1) },
|
||||||
|
// P2 Gold
|
||||||
|
new Move { From = new BoardVector(3, 8), To = new BoardVector(2, 7) },
|
||||||
|
// P1 Pawn
|
||||||
|
new Move { From = new BoardVector(4, 2), To = new BoardVector(4, 3) },
|
||||||
|
// P2 other Gold
|
||||||
|
new Move { From = new BoardVector(5, 8), To = new BoardVector(6, 7) },
|
||||||
|
// P1 same Pawn
|
||||||
|
new Move { From = new BoardVector(4, 3), To = new BoardVector(4, 4) },
|
||||||
|
// P2 Pawn
|
||||||
|
new Move { From = new BoardVector(4, 6), To = new BoardVector(4, 5) },
|
||||||
|
// P1 Pawn takes P2 Pawn
|
||||||
|
new Move { From = new BoardVector(4, 4), To = new BoardVector(4, 5) },
|
||||||
|
// P2 King
|
||||||
|
new Move { From = new BoardVector(4, 8), To = new BoardVector(4, 7) },
|
||||||
|
// P1 Pawn promotes
|
||||||
|
new Move { From = new BoardVector(4, 5), To = new BoardVector(4, 6), IsPromotion = true },
|
||||||
|
// P2 King retreat
|
||||||
|
new Move { From = new BoardVector(4, 7), To = new BoardVector(4, 8) },
|
||||||
|
};
|
||||||
|
var shogi = new ShogiBoard(moves);
|
||||||
|
|
||||||
|
// Act - P1 Pawn wins by checkmate.
|
||||||
|
var moveSuccess = shogi.TryMove(new Move { From = new BoardVector(4, 6), To = new BoardVector(4, 7) });
|
||||||
|
|
||||||
|
// Assert
|
||||||
|
moveSuccess.Should().BeTrue();
|
||||||
|
shogi.IsCheckmate.Should().BeTrue();
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -2,7 +2,7 @@
|
|||||||
using Gameboard.ShogiUI.Sockets.Models;
|
using Gameboard.ShogiUI.Sockets.Models;
|
||||||
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||||
|
|
||||||
namespace Gameboard.ShogiUI.Sockets.UnitTests.Models
|
namespace Gameboard.ShogiUI.UnitTests.Sockets
|
||||||
{
|
{
|
||||||
[TestClass]
|
[TestClass]
|
||||||
public class CoordsModelShould
|
public class CoordsModelShould
|
||||||
Reference in New Issue
Block a user