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68
Lib/Civilization.Server/Game/GameSession.cs
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68
Lib/Civilization.Server/Game/GameSession.cs
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using Civilization.Core;
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using Civilization.Core.Actions;
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using Civilization.Core.Game;
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using Civilization.Core.Grid;
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using Civilization.Core.Interfaces;
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using Civilization.Core.Units;
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using Civilization.Shared.Commands;
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using Civilization.Shared.Packets;
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using Civilization.Shared.Packets.ServerMessages;
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namespace Civilization.Server.Game;
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public class GameSession
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{
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private const int DefaultSize = 10;
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private readonly GameState _state;
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private readonly GameSessionCoordinator _coordinator;
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public GameState State => _state;
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public GameSession(GameSessionCoordinator coordinator)
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{
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_coordinator = coordinator;
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var grid = new SquareGrid(DefaultSize, DefaultSize);
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var map = new GameMap(grid);
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var players = new List<Player>
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{
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new(0, "Player 1", new ColorRGBA(255, 0, 0)),
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new(1, "Player 2", new ColorRGBA(0, 0, 255)),
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};
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_state = new GameState(map, players);
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_state.AddUnit(new Unit(0, UnitType.Settler, new Vec2I(2, 2)));
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}
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public Task ProcessCommand(ClientMessage msg)
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{
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var context = new GameActionContext(_state);
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switch (msg.Command)
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{
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case MoveUnitCommand move:
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EnqueueAndExecute(new MoveUnitAction(move.UnitId, move.TargetPosition), context);
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break;
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case SettleCityCommand settle:
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EnqueueAndExecute(new SettleCityAction(settle.UnitId), context);
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break;
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default:
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throw new NotSupportedException($"Command type {msg.Command.GetType()} is not supported.");
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}
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return Task.CompletedTask;
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}
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private void EnqueueAndExecute(IGameAction action, GameActionContext context)
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{
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if (!action.CanExecute(context))
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{
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Console.WriteLine($"Rejected invalid command from player {context.CurrentPlayer.Id}");
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return;
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}
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_state.ActionQueue.Enqueue(action);
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_state.ActionQueue.ExecuteAll(context);
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}
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}
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115
Lib/Civilization.Server/Game/GameSessionCoordinator.cs
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115
Lib/Civilization.Server/Game/GameSessionCoordinator.cs
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using Civilization.Core.Interfaces;
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using Civilization.Server.Networking.Interfaces;
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using Civilization.Shared.Commands;
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using Civilization.Shared.Packets;
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using Civilization.Shared.Packets.ServerMessages;
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namespace Civilization.Server.Game;
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public class GameSessionCoordinator
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{
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private readonly GameSession _session;
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private readonly Dictionary<int, bool> _connectedPlayers = new();
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private readonly Dictionary<int, IClientConnection> _connections = new();
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public GameSessionCoordinator()
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{
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_session = new GameSession(this);
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}
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public Task RegisterPlayerAsync(int playerId, IClientConnection connection)
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{
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_connectedPlayers[playerId] = true;
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_connections[playerId] = connection;
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Console.WriteLine($"Player {playerId} registered.");
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// Send initial log message
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return connection.SendAsync(new LogMessage("Welcome to the game!"));
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}
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public async Task ReceiveCommandAsync(ClientMessage message)
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{
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if (!_connectedPlayers.ContainsKey(message.PlayerId))
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{
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Console.WriteLine($"Rejected command from unregistered player {message.PlayerId}.");
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return;
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}
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switch (message.Command)
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{
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case EndTurnCommand:
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await HandleEndTurnAsync(message.PlayerId);
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break;
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default:
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try
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{
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await _session.ProcessCommand(message);
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var state = _session.State;
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var currentPlayerInfo = new PlayerInfo(state.CurrentPlayer.Id, state.CurrentPlayer.Name, state.CurrentPlayer.Color.ToHex());
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await BroadcastAsync(new StateUpdateMessage(_session.State, currentPlayerInfo));
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}
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catch (Exception ex)
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{
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Console.WriteLine($"[Player {message.PlayerId}] Error: {ex.Message}");
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await SendToPlayerAsync(message.PlayerId, new ErrorMessage(ex.Message));
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}
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break;
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}
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}
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public async Task SendToPlayerAsync(int playerId, BaseServerMessage message)
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{
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if (_connections.TryGetValue(playerId, out var conn))
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{
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await conn.SendAsync(message);
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}
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}
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public async Task BroadcastAsync(BaseServerMessage message)
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{
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foreach (var conn in _connections.Values)
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{
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await conn.SendAsync(message);
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}
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}
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public async Task BroadcastStateUpdateAsync()
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{
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var state = _session.State;
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var currentPlayerInfo = new PlayerInfo(state.CurrentPlayer.Id, state.CurrentPlayer.Name, state.CurrentPlayer.Color.ToHex());
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var msg = new StateUpdateMessage(state, currentPlayerInfo);
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await BroadcastAsync(msg);
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}
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public async Task OnTurnAdvancedAsync()
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{
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var state = _session.State;
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var currentPlayerInfo = new PlayerInfo(state.CurrentPlayer.Id, state.CurrentPlayer.Name, state.CurrentPlayer.Color.ToHex());
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var message = new StateUpdateMessage(_session.State, currentPlayerInfo);
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await BroadcastAsync(message);
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}
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public async Task HandleEndTurnAsync(int playerId)
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{
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if (playerId != _session.State.CurrentPlayer.Id)
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{
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Console.WriteLine($"[Turn] Player {playerId} attempted to end turn out of order.");
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await SendToPlayerAsync(playerId, new ErrorMessage("Not your turn."));
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return;
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}
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_session.State.NextTurn();
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Console.WriteLine($"[Turn] Player {playerId} ended their turn. Now it's Player {_session.State.CurrentPlayer.Id}'s turn.");
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await BroadcastAsync(new LogMessage($"Player {playerId} ended their turn."));
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await OnTurnAdvancedAsync();
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}
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// Later: Add methods like:
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// - BroadcastGameState()
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// - GetStateForPlayer(int playerId)
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// - NotifyTurnAdvance()
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}
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