make big display toggleable
This commit is contained in:
parent
a9aaf899a2
commit
dc9ad21a3d
29 changed files with 119 additions and 46 deletions
|
@ -1,4 +1,6 @@
|
|||
using TanksServer.Helpers;
|
||||
using TanksServer.Models;
|
||||
using TanksServer.Services;
|
||||
|
||||
namespace TanksServer.TickSteps;
|
||||
|
||||
|
|
|
@ -1,3 +1,6 @@
|
|||
using TanksServer.Models;
|
||||
using TanksServer.Services;
|
||||
|
||||
namespace TanksServer.TickSteps;
|
||||
|
||||
internal sealed class CollideBulletsWithTanks(BulletManager bullets) : ITickStep
|
||||
|
|
37
TanksServer/TickSteps/DrawStateToFrame.cs
Normal file
37
TanksServer/TickSteps/DrawStateToFrame.cs
Normal file
|
@ -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;
|
||||
}
|
||||
}
|
|
@ -1,3 +1,6 @@
|
|||
using TanksServer.Models;
|
||||
using TanksServer.Services;
|
||||
|
||||
namespace TanksServer.TickSteps;
|
||||
|
||||
internal sealed class MoveBullets(BulletManager bullets) : ITickStep
|
||||
|
|
|
@ -1,3 +1,6 @@
|
|||
using TanksServer.Models;
|
||||
using TanksServer.Services;
|
||||
|
||||
namespace TanksServer.TickSteps;
|
||||
|
||||
internal sealed class MoveTanks(
|
||||
|
|
|
@ -1,3 +1,6 @@
|
|||
using TanksServer.Models;
|
||||
using TanksServer.Services;
|
||||
|
||||
namespace TanksServer.TickSteps;
|
||||
|
||||
internal sealed class RotateTanks(TankManager tanks, IOptions<TanksConfiguration> options) : ITickStep
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,3 +1,6 @@
|
|||
using TanksServer.Models;
|
||||
using TanksServer.Services;
|
||||
|
||||
namespace TanksServer.TickSteps;
|
||||
|
||||
internal sealed class ShootFromTanks(
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue