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PlaybackClient.cs 14 kB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Text;
  5. using System.Threading.Tasks;
  6. using Protobuf;
  7. using Playback;
  8. using System.Threading;
  9. using Timothy.FrameRateTask;
  10. namespace Client
  11. {
  12. public class PlaybackClient
  13. {
  14. private readonly string fileName;
  15. private readonly double playbackSpeed;
  16. private readonly int frameTimeInMilliseconds;
  17. public MessageReader? Reader;
  18. public PlaybackClient(string fileName, double playbackSpeed = 1.0, int frameTimeInMilliseconds = 50)
  19. {
  20. this.fileName = fileName;
  21. this.playbackSpeed = playbackSpeed;
  22. this.frameTimeInMilliseconds = frameTimeInMilliseconds;
  23. //this.sema = new SemaphoreSlim(1, 1);
  24. try
  25. {
  26. Reader = new MessageReader(this.fileName);
  27. }
  28. catch (Exception ex)
  29. {
  30. Reader = null;
  31. Console.WriteLine(ex.Message);
  32. return;
  33. }
  34. }
  35. public int[,]? ReadDataFromFile(List<MessageOfProp> listOfProp,List<MessageOfStudent> listOfHuman,List<MessageOfTricker> listOfButcher,List<MessageOfBullet> listOfBullet,
  36. List<MessageOfBombedBullet> listOfBombedBullet,List<MessageOfAll> listOfAll,List<MessageOfChest> listOfChest,List<MessageOfClassroom> listOfClassroom,
  37. List<MessageOfDoor> listOfDoor, List<MessageOfGate> listOfGate, object dataLock)
  38. {
  39. if (Reader == null)
  40. return null;
  41. //Sema.Wait();
  42. bool endFile = false;
  43. bool mapFlag = false; // 是否获取了地图
  44. int[,] map = new int[50, 50];
  45. long frame = (long)(this.frameTimeInMilliseconds / this.playbackSpeed);
  46. var mapCollecter = new MessageReader(this.fileName);
  47. while (!mapFlag)
  48. {
  49. var msg = mapCollecter.ReadOne();
  50. if (msg == null)
  51. throw new Exception("Map messgae is not in the playback file!");
  52. foreach (var obj in msg.ObjMessage)
  53. {
  54. if (obj.MessageOfObjCase == MessageOfObj.MessageOfObjOneofCase.MapMessage)
  55. {
  56. try
  57. {
  58. for (int i = 0; i < 50; i++)
  59. {
  60. for (int j = 0; j < 50; j++)
  61. {
  62. map[i, j] = Convert.ToInt32(obj.MapMessage.Row[i].Col[j]) + 4;
  63. }
  64. }
  65. }
  66. catch
  67. {
  68. mapFlag = false;
  69. }
  70. finally
  71. {
  72. mapFlag = true;
  73. }
  74. break;
  75. }
  76. }
  77. };
  78. new Thread(() =>
  79. {
  80. new FrameRateTaskExecutor<int>
  81. (
  82. () => !endFile,
  83. () =>
  84. {
  85. var content = Reader.ReadOne();
  86. if (content == null)
  87. endFile = true;
  88. else
  89. {
  90. lock (dataLock)
  91. {
  92. listOfHuman.Clear();
  93. listOfButcher.Clear();
  94. listOfProp.Clear();
  95. listOfBombedBullet.Clear();
  96. listOfBullet.Clear();
  97. listOfAll.Clear();
  98. listOfChest.Clear();
  99. listOfClassroom.Clear();
  100. listOfDoor.Clear();
  101. listOfGate.Clear();
  102. switch (content.GameState)
  103. {
  104. case GameState.GameStart:
  105. foreach (var obj in content.ObjMessage)
  106. {
  107. switch (obj.MessageOfObjCase)
  108. {
  109. case MessageOfObj.MessageOfObjOneofCase.StudentMessage:
  110. //if (humanOrButcher && obj.StudentMessage.PlayerId == playerID)
  111. //{
  112. // human = obj.StudentMessage;
  113. //}
  114. listOfHuman.Add(obj.StudentMessage);
  115. break;
  116. case MessageOfObj.MessageOfObjOneofCase.TrickerMessage:
  117. //if (!humanOrButcher && obj.TrickerMessage.PlayerId == playerID)
  118. //{
  119. // butcher = obj.TrickerMessage;
  120. //}
  121. listOfButcher.Add(obj.TrickerMessage);
  122. break;
  123. case MessageOfObj.MessageOfObjOneofCase.PropMessage:
  124. listOfProp.Add(obj.PropMessage);
  125. break;
  126. case MessageOfObj.MessageOfObjOneofCase.BombedBulletMessage:
  127. listOfBombedBullet.Add(obj.BombedBulletMessage);
  128. break;
  129. case MessageOfObj.MessageOfObjOneofCase.BulletMessage:
  130. listOfBullet.Add(obj.BulletMessage);
  131. break;
  132. case MessageOfObj.MessageOfObjOneofCase.ChestMessage:
  133. listOfChest.Add(obj.ChestMessage);
  134. break;
  135. case MessageOfObj.MessageOfObjOneofCase.ClassroomMessage:
  136. listOfClassroom.Add(obj.ClassroomMessage);
  137. break;
  138. case MessageOfObj.MessageOfObjOneofCase.DoorMessage:
  139. listOfDoor.Add(obj.DoorMessage);
  140. break;
  141. case MessageOfObj.MessageOfObjOneofCase.GateMessage:
  142. listOfGate.Add(obj.GateMessage);
  143. break;
  144. case MessageOfObj.MessageOfObjOneofCase.MapMessage:
  145. break;
  146. }
  147. }
  148. listOfAll.Add(content.AllMessage);
  149. break;
  150. case GameState.GameRunning:
  151. foreach (var obj in content.ObjMessage)
  152. {
  153. switch (obj.MessageOfObjCase)
  154. {
  155. case MessageOfObj.MessageOfObjOneofCase.StudentMessage:
  156. //if (humanOrButcher && obj.StudentMessage.PlayerId == playerID)
  157. //{
  158. // human = obj.StudentMessage;
  159. //}
  160. listOfHuman.Add(obj.StudentMessage);
  161. break;
  162. case MessageOfObj.MessageOfObjOneofCase.TrickerMessage:
  163. //if (!humanOrButcher && obj.TrickerMessage.PlayerId == playerID)
  164. //{
  165. // butcher = obj.TrickerMessage;
  166. //}
  167. listOfButcher.Add(obj.TrickerMessage);
  168. break;
  169. case MessageOfObj.MessageOfObjOneofCase.PropMessage:
  170. listOfProp.Add(obj.PropMessage);
  171. break;
  172. case MessageOfObj.MessageOfObjOneofCase.BombedBulletMessage:
  173. listOfBombedBullet.Add(obj.BombedBulletMessage);
  174. break;
  175. case MessageOfObj.MessageOfObjOneofCase.BulletMessage:
  176. listOfBullet.Add(obj.BulletMessage);
  177. break;
  178. case MessageOfObj.MessageOfObjOneofCase.ChestMessage:
  179. listOfChest.Add(obj.ChestMessage);
  180. break;
  181. case MessageOfObj.MessageOfObjOneofCase.ClassroomMessage:
  182. listOfClassroom.Add(obj.ClassroomMessage);
  183. break;
  184. case MessageOfObj.MessageOfObjOneofCase.DoorMessage:
  185. listOfDoor.Add(obj.DoorMessage);
  186. break;
  187. case MessageOfObj.MessageOfObjOneofCase.GateMessage:
  188. listOfGate.Add(obj.GateMessage);
  189. break;
  190. }
  191. }
  192. listOfAll.Add(content.AllMessage);
  193. break;
  194. case GameState.GameEnd:
  195. foreach (var obj in content.ObjMessage)
  196. {
  197. switch (obj.MessageOfObjCase)
  198. {
  199. case MessageOfObj.MessageOfObjOneofCase.StudentMessage:
  200. listOfHuman.Add(obj.StudentMessage);
  201. break;
  202. case MessageOfObj.MessageOfObjOneofCase.TrickerMessage:
  203. listOfButcher.Add(obj.TrickerMessage);
  204. break;
  205. case MessageOfObj.MessageOfObjOneofCase.PropMessage:
  206. listOfProp.Add(obj.PropMessage);
  207. break;
  208. case MessageOfObj.MessageOfObjOneofCase.BombedBulletMessage:
  209. listOfBombedBullet.Add(obj.BombedBulletMessage);
  210. break;
  211. case MessageOfObj.MessageOfObjOneofCase.BulletMessage:
  212. listOfBullet.Add(obj.BulletMessage);
  213. break;
  214. case MessageOfObj.MessageOfObjOneofCase.ChestMessage:
  215. listOfChest.Add(obj.ChestMessage);
  216. break;
  217. case MessageOfObj.MessageOfObjOneofCase.ClassroomMessage:
  218. listOfClassroom.Add(obj.ClassroomMessage);
  219. break;
  220. case MessageOfObj.MessageOfObjOneofCase.DoorMessage:
  221. listOfDoor.Add(obj.DoorMessage);
  222. break;
  223. case MessageOfObj.MessageOfObjOneofCase.GateMessage:
  224. listOfGate.Add(obj.GateMessage);
  225. break;
  226. }
  227. }
  228. listOfAll.Add(content.AllMessage);
  229. break;
  230. }
  231. }
  232. }
  233. },
  234. frame,
  235. () =>
  236. {
  237. //Sema.Release();
  238. //MessageBox.Show("Game Over!");
  239. return 1;
  240. }
  241. )
  242. { AllowTimeExceed = true }.Start();
  243. })
  244. { IsBackground = true }.Start();
  245. return map;
  246. }
  247. }
  248. }