You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

PlaybackClient.cs 17 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277
  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. using System.Windows;
  11. namespace Client
  12. {
  13. public class PlaybackClient
  14. {
  15. private readonly string fileName;
  16. private readonly double playbackSpeed;
  17. private readonly int frameTimeInMilliseconds;
  18. public MessageReader? Reader;
  19. private SemaphoreSlim sema;
  20. public SemaphoreSlim Sema => sema;
  21. public PlaybackClient(string fileName, double playbackSpeed = 1.0, int frameTimeInMilliseconds = 50)
  22. {
  23. this.fileName = fileName;
  24. this.playbackSpeed = playbackSpeed;
  25. this.frameTimeInMilliseconds = frameTimeInMilliseconds;
  26. this.sema = new SemaphoreSlim(1, 1);
  27. try
  28. {
  29. Reader = new MessageReader(this.fileName);
  30. }
  31. catch (Exception ex)
  32. {
  33. Reader = null;
  34. Console.WriteLine(ex.Message);
  35. return;
  36. }
  37. }
  38. public int[,]? ReadDataFromFile(List<MessageOfProp> listOfProp, List<MessageOfStudent> listOfHuman, List<MessageOfTricker> listOfButcher, List<MessageOfBullet> listOfBullet,
  39. List<MessageOfBombedBullet> listOfBombedBullet, List<MessageOfAll> listOfAll, List<MessageOfChest> listOfChest, List<MessageOfClassroom> listOfClassroom,
  40. List<MessageOfDoor> listOfDoor, List<MessageOfHiddenGate> listOfHiddenGate, List<MessageOfGate> listOfGate, object? dataLock, List<int> countList)
  41. {
  42. if (Reader == null)
  43. return null;
  44. Sema.Wait();
  45. bool endFile = false;
  46. bool mapFlag = false; // 是否获取了地图
  47. int[,] map = new int[50, 50];
  48. long frame = (long)(this.frameTimeInMilliseconds / this.playbackSpeed);
  49. var mapCollecter = new MessageReader(this.fileName);
  50. while (!mapFlag)
  51. {
  52. var msg = mapCollecter.ReadOne();
  53. if (msg == null)
  54. throw new Exception("Map message is not in the playback file!");
  55. foreach (var obj in msg.ObjMessage)
  56. {
  57. if (obj.MessageOfObjCase == MessageOfObj.MessageOfObjOneofCase.MapMessage)
  58. {
  59. try
  60. {
  61. for (int i = 0; i < 50; i++)
  62. {
  63. for (int j = 0; j < 50; j++)
  64. {
  65. map[i, j] = Convert.ToInt32(obj.MapMessage.Row[i].Col[j]) + 4;
  66. }
  67. }
  68. }
  69. catch
  70. {
  71. mapFlag = false;
  72. }
  73. finally
  74. {
  75. mapFlag = true;
  76. }
  77. break;
  78. }
  79. }
  80. };
  81. new Thread(() =>
  82. {
  83. try
  84. {
  85. new FrameRateTaskExecutor<int>
  86. (
  87. () => !endFile,
  88. () =>
  89. {
  90. var content = Reader.ReadOne();
  91. if (content == null)
  92. {
  93. endFile = true;
  94. }
  95. else
  96. {
  97. lock (dataLock)
  98. {
  99. listOfHuman.Clear();
  100. listOfButcher.Clear();
  101. listOfProp.Clear();
  102. listOfBombedBullet.Clear();
  103. listOfBullet.Clear();
  104. listOfAll.Clear();
  105. listOfChest.Clear();
  106. listOfClassroom.Clear();
  107. listOfDoor.Clear();
  108. listOfHiddenGate.Clear();
  109. listOfGate.Clear();
  110. switch (content.GameState)
  111. {
  112. case GameState.GameStart:
  113. foreach (var obj in content.ObjMessage)
  114. {
  115. switch (obj.MessageOfObjCase)
  116. {
  117. case MessageOfObj.MessageOfObjOneofCase.StudentMessage:
  118. //if (humanOrButcher && obj.StudentMessage.PlayerId == playerID)
  119. //{
  120. // human = obj.StudentMessage;
  121. //}
  122. listOfHuman.Add(obj.StudentMessage);
  123. break;
  124. case MessageOfObj.MessageOfObjOneofCase.TrickerMessage:
  125. //if (!humanOrButcher && obj.TrickerMessage.PlayerId == playerID)
  126. //{
  127. // butcher = obj.TrickerMessage;
  128. //}
  129. listOfButcher.Add(obj.TrickerMessage);
  130. break;
  131. case MessageOfObj.MessageOfObjOneofCase.PropMessage:
  132. listOfProp.Add(obj.PropMessage);
  133. break;
  134. case MessageOfObj.MessageOfObjOneofCase.BombedBulletMessage:
  135. listOfBombedBullet.Add(obj.BombedBulletMessage);
  136. break;
  137. case MessageOfObj.MessageOfObjOneofCase.BulletMessage:
  138. listOfBullet.Add(obj.BulletMessage);
  139. break;
  140. case MessageOfObj.MessageOfObjOneofCase.ChestMessage:
  141. listOfChest.Add(obj.ChestMessage);
  142. break;
  143. case MessageOfObj.MessageOfObjOneofCase.ClassroomMessage:
  144. listOfClassroom.Add(obj.ClassroomMessage);
  145. break;
  146. case MessageOfObj.MessageOfObjOneofCase.DoorMessage:
  147. listOfDoor.Add(obj.DoorMessage);
  148. break;
  149. case MessageOfObj.MessageOfObjOneofCase.GateMessage:
  150. listOfGate.Add(obj.GateMessage);
  151. break;
  152. case MessageOfObj.MessageOfObjOneofCase.HiddenGateMessage:
  153. listOfHiddenGate.Add(obj.HiddenGateMessage);
  154. break;
  155. case MessageOfObj.MessageOfObjOneofCase.MapMessage:
  156. break;
  157. }
  158. }
  159. countList.Add(listOfClassroom.Count);
  160. countList.Add(listOfDoor.Count);
  161. countList.Add(listOfChest.Count);
  162. countList.Add(listOfGate.Count);
  163. listOfAll.Add(content.AllMessage);
  164. break;
  165. case GameState.GameRunning:
  166. foreach (var obj in content.ObjMessage)
  167. {
  168. switch (obj.MessageOfObjCase)
  169. {
  170. case MessageOfObj.MessageOfObjOneofCase.StudentMessage:
  171. //if (humanOrButcher && obj.StudentMessage.PlayerId == playerID)
  172. //{
  173. // human = obj.StudentMessage;
  174. //}
  175. listOfHuman.Add(obj.StudentMessage);
  176. break;
  177. case MessageOfObj.MessageOfObjOneofCase.TrickerMessage:
  178. //if (!humanOrButcher && obj.TrickerMessage.PlayerId == playerID)
  179. //{
  180. // butcher = obj.TrickerMessage;
  181. //}
  182. listOfButcher.Add(obj.TrickerMessage);
  183. break;
  184. case MessageOfObj.MessageOfObjOneofCase.PropMessage:
  185. listOfProp.Add(obj.PropMessage);
  186. break;
  187. case MessageOfObj.MessageOfObjOneofCase.BombedBulletMessage:
  188. listOfBombedBullet.Add(obj.BombedBulletMessage);
  189. break;
  190. case MessageOfObj.MessageOfObjOneofCase.BulletMessage:
  191. listOfBullet.Add(obj.BulletMessage);
  192. break;
  193. case MessageOfObj.MessageOfObjOneofCase.ChestMessage:
  194. listOfChest.Add(obj.ChestMessage);
  195. break;
  196. case MessageOfObj.MessageOfObjOneofCase.ClassroomMessage:
  197. listOfClassroom.Add(obj.ClassroomMessage);
  198. break;
  199. case MessageOfObj.MessageOfObjOneofCase.DoorMessage:
  200. listOfDoor.Add(obj.DoorMessage);
  201. break;
  202. case MessageOfObj.MessageOfObjOneofCase.HiddenGateMessage:
  203. listOfHiddenGate.Add(obj.HiddenGateMessage);
  204. break;
  205. case MessageOfObj.MessageOfObjOneofCase.GateMessage:
  206. listOfGate.Add(obj.GateMessage);
  207. break;
  208. }
  209. }
  210. listOfAll.Add(content.AllMessage);
  211. break;
  212. case GameState.GameEnd:
  213. MessageBox.Show("Game Over!");
  214. foreach (var obj in content.ObjMessage)
  215. {
  216. switch (obj.MessageOfObjCase)
  217. {
  218. case MessageOfObj.MessageOfObjOneofCase.StudentMessage:
  219. listOfHuman.Add(obj.StudentMessage);
  220. break;
  221. case MessageOfObj.MessageOfObjOneofCase.TrickerMessage:
  222. listOfButcher.Add(obj.TrickerMessage);
  223. break;
  224. case MessageOfObj.MessageOfObjOneofCase.PropMessage:
  225. listOfProp.Add(obj.PropMessage);
  226. break;
  227. case MessageOfObj.MessageOfObjOneofCase.BombedBulletMessage:
  228. listOfBombedBullet.Add(obj.BombedBulletMessage);
  229. break;
  230. case MessageOfObj.MessageOfObjOneofCase.BulletMessage:
  231. listOfBullet.Add(obj.BulletMessage);
  232. break;
  233. case MessageOfObj.MessageOfObjOneofCase.ChestMessage:
  234. listOfChest.Add(obj.ChestMessage);
  235. break;
  236. case MessageOfObj.MessageOfObjOneofCase.ClassroomMessage:
  237. listOfClassroom.Add(obj.ClassroomMessage);
  238. break;
  239. case MessageOfObj.MessageOfObjOneofCase.DoorMessage:
  240. listOfDoor.Add(obj.DoorMessage);
  241. break;
  242. case MessageOfObj.MessageOfObjOneofCase.HiddenGateMessage:
  243. listOfHiddenGate.Add(obj.HiddenGateMessage);
  244. break;
  245. case MessageOfObj.MessageOfObjOneofCase.GateMessage:
  246. listOfGate.Add(obj.GateMessage);
  247. break;
  248. }
  249. }
  250. listOfAll.Add(content.AllMessage);
  251. break;
  252. }
  253. }
  254. }
  255. },
  256. frame,
  257. () =>
  258. {
  259. Sema.Release();
  260. return 1;
  261. }
  262. )
  263. { AllowTimeExceed = true }.Start();
  264. }
  265. catch (Exception ex)
  266. {
  267. MessageBox.Show(ex.Message);
  268. }
  269. })
  270. { IsBackground = true }.Start();
  271. return map;
  272. }
  273. }
  274. }