initialize repo

This commit is contained in:
2025-08-08 15:36:09 +02:00
parent d6a2c37a5f
commit cabf13d164
92 changed files with 2160 additions and 2 deletions

133
Lib/Civilization.Server/.gitignore vendored Normal file
View File

@@ -0,0 +1,133 @@
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
# User-specific files
*.suo
*.user
*.sln.docstates
# Build results
[Dd]ebug/
[Rr]elease/
x64/
[Bb]in/
[Oo]bj/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
*_i.c
*_p.c
*_i.h
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.log
*.svclog
*.scc
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
*.cachefile
# Visual Studio profiler
*.psess
*.vsp
*.vspx
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# Click-Once directory
publish/
# Publish Web Output
*.Publish.xml
*.pubxml
*.azurePubxml
# NuGet Packages Directory
## TODO: If you have NuGet Package Restore enabled, uncomment the next line
packages/
## TODO: If the tool you use requires repositories.config, also uncomment the next line
!packages/repositories.config
# Windows Azure Build Output
csx/
*.build.csdef
# Windows Store app package directory
AppPackages/
# Others
sql/
*.Cache
ClientBin/
[Ss]tyle[Cc]op.*
![Ss]tyle[Cc]op.targets
~$*
*~
*.dbmdl
*.[Pp]ublish.xml
*.publishsettings
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
# SQL Server files
App_Data/*.mdf
App_Data/*.ldf
# =========================
# Windows detritus
# =========================
# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Mac desktop service store files
.DS_Store
_NCrunch*

View File

@@ -0,0 +1,15 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\Civilization.Core\Civilization.Core.csproj" />
<ProjectReference Include="..\Civilization.Shared\Civilization.Shared.csproj" />
</ItemGroup>
</Project>

View File

@@ -0,0 +1,68 @@
using Civilization.Core;
using Civilization.Core.Actions;
using Civilization.Core.Game;
using Civilization.Core.Grid;
using Civilization.Core.Interfaces;
using Civilization.Core.Units;
using Civilization.Shared.Commands;
using Civilization.Shared.Packets;
using Civilization.Shared.Packets.ServerMessages;
namespace Civilization.Server.Game;
public class GameSession
{
private const int DefaultSize = 10;
private readonly GameState _state;
private readonly GameSessionCoordinator _coordinator;
public GameState State => _state;
public GameSession(GameSessionCoordinator coordinator)
{
_coordinator = coordinator;
var grid = new SquareGrid(DefaultSize, DefaultSize);
var map = new GameMap(grid);
var players = new List<Player>
{
new(0, "Player 1", new ColorRGBA(255, 0, 0)),
new(1, "Player 2", new ColorRGBA(0, 0, 255)),
};
_state = new GameState(map, players);
_state.AddUnit(new Unit(0, UnitType.Settler, new Vec2I(2, 2)));
}
public Task ProcessCommand(ClientMessage msg)
{
var context = new GameActionContext(_state);
switch (msg.Command)
{
case MoveUnitCommand move:
EnqueueAndExecute(new MoveUnitAction(move.UnitId, move.TargetPosition), context);
break;
case SettleCityCommand settle:
EnqueueAndExecute(new SettleCityAction(settle.UnitId), context);
break;
default:
throw new NotSupportedException($"Command type {msg.Command.GetType()} is not supported.");
}
return Task.CompletedTask;
}
private void EnqueueAndExecute(IGameAction action, GameActionContext context)
{
if (!action.CanExecute(context))
{
Console.WriteLine($"Rejected invalid command from player {context.CurrentPlayer.Id}");
return;
}
_state.ActionQueue.Enqueue(action);
_state.ActionQueue.ExecuteAll(context);
}
}

View File

@@ -0,0 +1,115 @@
using Civilization.Core.Interfaces;
using Civilization.Server.Networking.Interfaces;
using Civilization.Shared.Commands;
using Civilization.Shared.Packets;
using Civilization.Shared.Packets.ServerMessages;
namespace Civilization.Server.Game;
public class GameSessionCoordinator
{
private readonly GameSession _session;
private readonly Dictionary<int, bool> _connectedPlayers = new();
private readonly Dictionary<int, IClientConnection> _connections = new();
public GameSessionCoordinator()
{
_session = new GameSession(this);
}
public Task RegisterPlayerAsync(int playerId, IClientConnection connection)
{
_connectedPlayers[playerId] = true;
_connections[playerId] = connection;
Console.WriteLine($"Player {playerId} registered.");
// Send initial log message
return connection.SendAsync(new LogMessage("Welcome to the game!"));
}
public async Task ReceiveCommandAsync(ClientMessage message)
{
if (!_connectedPlayers.ContainsKey(message.PlayerId))
{
Console.WriteLine($"Rejected command from unregistered player {message.PlayerId}.");
return;
}
switch (message.Command)
{
case EndTurnCommand:
await HandleEndTurnAsync(message.PlayerId);
break;
default:
try
{
await _session.ProcessCommand(message);
var state = _session.State;
var currentPlayerInfo = new PlayerInfo(state.CurrentPlayer.Id, state.CurrentPlayer.Name, state.CurrentPlayer.Color.ToHex());
await BroadcastAsync(new StateUpdateMessage(_session.State, currentPlayerInfo));
}
catch (Exception ex)
{
Console.WriteLine($"[Player {message.PlayerId}] Error: {ex.Message}");
await SendToPlayerAsync(message.PlayerId, new ErrorMessage(ex.Message));
}
break;
}
}
public async Task SendToPlayerAsync(int playerId, BaseServerMessage message)
{
if (_connections.TryGetValue(playerId, out var conn))
{
await conn.SendAsync(message);
}
}
public async Task BroadcastAsync(BaseServerMessage message)
{
foreach (var conn in _connections.Values)
{
await conn.SendAsync(message);
}
}
public async Task BroadcastStateUpdateAsync()
{
var state = _session.State;
var currentPlayerInfo = new PlayerInfo(state.CurrentPlayer.Id, state.CurrentPlayer.Name, state.CurrentPlayer.Color.ToHex());
var msg = new StateUpdateMessage(state, currentPlayerInfo);
await BroadcastAsync(msg);
}
public async Task OnTurnAdvancedAsync()
{
var state = _session.State;
var currentPlayerInfo = new PlayerInfo(state.CurrentPlayer.Id, state.CurrentPlayer.Name, state.CurrentPlayer.Color.ToHex());
var message = new StateUpdateMessage(_session.State, currentPlayerInfo);
await BroadcastAsync(message);
}
public async Task HandleEndTurnAsync(int playerId)
{
if (playerId != _session.State.CurrentPlayer.Id)
{
Console.WriteLine($"[Turn] Player {playerId} attempted to end turn out of order.");
await SendToPlayerAsync(playerId, new ErrorMessage("Not your turn."));
return;
}
_session.State.NextTurn();
Console.WriteLine($"[Turn] Player {playerId} ended their turn. Now it's Player {_session.State.CurrentPlayer.Id}'s turn.");
await BroadcastAsync(new LogMessage($"Player {playerId} ended their turn."));
await OnTurnAdvancedAsync();
}
// Later: Add methods like:
// - BroadcastGameState()
// - GetStateForPlayer(int playerId)
// - NotifyTurnAdvance()
}

View File

@@ -0,0 +1,9 @@
using Civilization.Shared.Packets.ServerMessages;
namespace Civilization.Server.Networking.Interfaces;
public interface IClientConnection
{
int PlayerId { get; }
Task SendAsync(BaseServerMessage message);
}

View File

@@ -0,0 +1,8 @@
using Civilization.Server.Game;
namespace Civilization.Server.Networking.Interfaces;
public interface ITransport
{
Task StartAsync(GameSessionCoordinator coordinator, CancellationToken cancellationToken = default);
}

View File

@@ -0,0 +1,25 @@
using System.Text.Json;
using Civilization.Server.Networking.Interfaces;
using Civilization.Shared;
using Civilization.Shared.Packets.ServerMessages;
namespace Civilization.Server.Networking;
public class TcpClientConnection : IClientConnection
{
private readonly StreamWriter _writer;
public int PlayerId { get; }
public TcpClientConnection(int playerId, Stream stream)
{
PlayerId = playerId;
_writer = new StreamWriter(stream) { AutoFlush = true };
}
public Task SendAsync(BaseServerMessage message)
{
var json = JsonSerializer.Serialize(message, SharedJson.Options);
return _writer.WriteLineAsync(json);
}
}

View File

@@ -0,0 +1,74 @@
using System.Net;
using System.Net.Sockets;
using System.Text.Json;
using Civilization.Server.Game;
using Civilization.Server.Networking.Interfaces;
using Civilization.Shared;
using Civilization.Shared.Packets;
namespace Civilization.Server.Networking.Transports;
public class TcpTransport : ITransport
{
private readonly int _port;
public TcpTransport(int port = 9000)
{
_port = port;
}
public async Task StartAsync(GameSessionCoordinator coordinator, CancellationToken cancellationToken = default)
{
var listener = new TcpListener(IPAddress.Any, _port);
listener.Start();
Console.WriteLine($"TCP transport listening on port {_port}");
var nextPlayerId = 0;
while (!cancellationToken.IsCancellationRequested)
{
var client = await listener.AcceptTcpClientAsync(cancellationToken);
_ = HandleClientAsync(client, nextPlayerId++, coordinator, cancellationToken);
}
}
private async Task HandleClientAsync(
TcpClient client,
int playerId,
GameSessionCoordinator coordinator,
CancellationToken cancellationToken)
{
Console.WriteLine($"Client {playerId} connected.");
var stream = client.GetStream();
var reader = new StreamReader(stream);
var writer = new StreamWriter(stream) { AutoFlush = true };
await writer.WriteLineAsync($"{{\"info\": \"You are Player {playerId}\"}}");
var connection = new TcpClientConnection(playerId, stream);
await coordinator.RegisterPlayerAsync(playerId, connection);
while (!cancellationToken.IsCancellationRequested && client.Connected)
{
var line = await reader.ReadLineAsync(cancellationToken);
if (line is null)
break;
try
{
var message = JsonSerializer.Deserialize<ClientMessage>(line, SharedJson.Options);
if (message is not null)
{
await coordinator.ReceiveCommandAsync(message);
}
}
catch (Exception ex)
{
Console.WriteLine($"[Player {playerId}] Failed to process message: {ex.Message}");
}
}
Console.WriteLine($"Client {playerId} disconnected.");
}
}

View File

@@ -0,0 +1,7 @@
using Civilization.Server.Game;
using Civilization.Server.Networking.Transports;
var transport = new TcpTransport();
var coordinator = new GameSessionCoordinator();
await transport.StartAsync(coordinator);