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