make big display toggleable

This commit is contained in:
Vinzenz Schroeter 2024-04-07 20:16:22 +02:00
parent a9aaf899a2
commit dc9ad21a3d
29 changed files with 119 additions and 46 deletions

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@ -1,4 +1,6 @@
using TanksServer.Helpers;
using TanksServer.Models;
using TanksServer.Services;
namespace TanksServer.TickSteps;

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@ -1,3 +1,6 @@
using TanksServer.Models;
using TanksServer.Services;
namespace TanksServer.TickSteps;
internal sealed class CollideBulletsWithTanks(BulletManager bullets) : ITickStep

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@ -0,0 +1,37 @@
using TanksServer.DrawSteps;
using TanksServer.Helpers;
using TanksServer.Services;
namespace TanksServer.TickSteps;
internal sealed class DrawStateToFrame(
IEnumerable<IDrawStep> drawSteps, LastFinishedFrameProvider lastFrameProvider
) : ITickStep
{
private const uint GameFieldPixelCount = MapService.PixelsPerRow * MapService.PixelsPerColumn;
private readonly List<IDrawStep> _drawSteps = drawSteps.ToList();
public Task TickAsync()
{
var buffer = CreateGameFieldPixelBuffer();
foreach (var step in _drawSteps)
step.Draw(buffer);
lastFrameProvider.LastFrame = buffer;
return Task.CompletedTask;
}
private static DisplayPixelBuffer CreateGameFieldPixelBuffer()
{
var data = new byte[10 + GameFieldPixelCount / 8];
var result = new DisplayPixelBuffer(data)
{
Magic1 = 0,
Magic2 = 19,
X = 0,
Y = 0,
WidthInTiles = MapService.TilesPerRow,
HeightInPixels = MapService.PixelsPerColumn
};
return result;
}
}

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@ -1,3 +1,6 @@
using TanksServer.Models;
using TanksServer.Services;
namespace TanksServer.TickSteps;
internal sealed class MoveBullets(BulletManager bullets) : ITickStep

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@ -1,3 +1,6 @@
using TanksServer.Models;
using TanksServer.Services;
namespace TanksServer.TickSteps;
internal sealed class MoveTanks(

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@ -1,3 +1,6 @@
using TanksServer.Models;
using TanksServer.Services;
namespace TanksServer.TickSteps;
internal sealed class RotateTanks(TankManager tanks, IOptions<TanksConfiguration> options) : ITickStep

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@ -1,13 +1,18 @@
using TanksServer.Servers;
using TanksServer.Services;
namespace TanksServer.TickSteps;
internal sealed class SendToClientScreen(
ClientScreenServer clientScreenServer, PixelDrawer drawer
ClientScreenServer clientScreenServer,
LastFinishedFrameProvider lastFinishedFrameProvider
) : ITickStep
{
public Task TickAsync()
{
return Task.WhenAll(clientScreenServer.GetConnections().Select(c => c.SendAsync(drawer.LastFrame)));
var tasks = clientScreenServer
.GetConnections()
.Select(c => c.SendAsync(lastFinishedFrameProvider.LastFrame));
return Task.WhenAll(tasks);
}
}

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@ -1,21 +1,25 @@
using System.Net.Sockets;
using TanksServer.Models;
using TanksServer.Services;
namespace TanksServer.TickSteps;
internal sealed class SendToServicePointDisplay(
IOptions<ServicePointDisplayConfiguration> options,
PixelDrawer drawer
IOptions<ServicePointDisplayConfiguration> options,
LastFinishedFrameProvider lastFinishedFrameProvider
) : ITickStep, IDisposable
{
private readonly UdpClient _udpClient = new(options.Value.Hostname, options.Value.Port);
private readonly UdpClient? _udpClient = options.Value.Enable
? new(options.Value.Hostname, options.Value.Port)
: null;
public Task TickAsync()
{
return _udpClient.SendAsync(drawer.LastFrame.Data).AsTask();
return _udpClient?.SendAsync(lastFinishedFrameProvider.LastFrame.Data).AsTask() ?? Task.CompletedTask;
}
public void Dispose()
{
_udpClient.Dispose();
_udpClient?.Dispose();
}
}

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@ -1,3 +1,6 @@
using TanksServer.Models;
using TanksServer.Services;
namespace TanksServer.TickSteps;
internal sealed class ShootFromTanks(

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@ -1,14 +1,13 @@
using System.Collections.Concurrent;
using TanksServer.Models;
using TanksServer.Services;
namespace TanksServer.TickSteps;
internal sealed class SpawnNewTanks(TankManager tanks, MapService map) : ITickStep
internal sealed class SpawnNewTanks(TankManager tanks, MapService map, SpawnQueueProvider queueProvider) : ITickStep
{
private readonly ConcurrentQueue<Player> _playersToSpawn = new();
public Task TickAsync()
{
while (_playersToSpawn.TryDequeue(out var player))
while (queueProvider.Queue.TryDequeue(out var player))
{
var tank = new Tank(player, ChooseSpawnPosition())
{
@ -42,9 +41,4 @@ internal sealed class SpawnNewTanks(TankManager tanks, MapService map) : ITickSt
chosenTile.Y * MapService.TileSize
);
}
public void SpawnTankForPlayer(Player player)
{
_playersToSpawn.Enqueue(player);
}
}