blob: b6096b556c23c2aa0a234e7b47b34a1d2761a252 [file] [log] [blame]
// Copyright 2015 The Vanadium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
import 'dart:async';
import '../settings/client.dart' show AppSettings;
import '../src/syncbase/settings_manager.dart' show SettingsManager;
import '../src/syncbase/util.dart' as sync_util;
import 'create_game.dart' as cg;
import 'croupier_settings.dart' show CroupierSettings;
import 'game/game.dart'
show Game, GameType, GameStartData, stringToGameType, gameTypeToString;
enum CroupierState {
Welcome,
ChooseGame,
JoinGame,
ArrangePlayers,
PlayGame,
ResumeGame
}
typedef void NoArgCb();
class Croupier {
AppSettings appSettings;
CroupierState state;
SettingsManager settings_manager;
CroupierSettings settings; // null, but loaded asynchronously.
Map<int,
CroupierSettings> settings_everyone; // empty, but loaded asynchronously
Map<String, GameStartData> games_found; // empty, but loads asynchronously
Map<int, int> players_found; // empty, but loads asynchronously
Game game; // null until chosen
int mostRecentGameID; // null until a game was started.
NoArgCb informUICb;
// Futures to use in order to cancel scans and advertisements.
Future _scanFuture;
Future _advertiseFuture;
bool debugMode = false; // whether to show debug buttons or not
Croupier(this.appSettings) {
state = CroupierState.Welcome;
settings_everyone = new Map<int, CroupierSettings>();
games_found = new Map<String, GameStartData>();
players_found = new Map<int, int>();
settings_manager = new SettingsManager(
appSettings,
_updateSettingsEveryoneCb,
_updateGamesFoundCb,
_updatePlayerFoundCb,
_updateGameStatusCb);
settings_manager.load().then((String csString) {
settings = new CroupierSettings.fromJSONString(csString);
if (this.informUICb != null) {
this.informUICb();
}
settings_manager.createSettingsSyncgroup(); // don't wait for this future.
});
}
// Updates the settings_everyone map as people join the main Croupier syncgroup
// and change their settings.
void _updateSettingsEveryoneCb(String key, String json) {
settings_everyone[int.parse(key)] =
new CroupierSettings.fromJSONString(json);
if (this.informUICb != null) {
this.informUICb();
}
}
void _updateGamesFoundCb(String gameAddr, String jsonData) {
if (jsonData == null) {
games_found.remove(gameAddr);
} else {
GameStartData gsd = new GameStartData.fromJSONString(jsonData);
games_found[gameAddr] = gsd;
}
if (this.informUICb != null) {
this.informUICb();
}
}
int userIDFromPlayerNumber(int playerNumber) {
return players_found.keys.firstWhere(
(int user) => players_found[user] == playerNumber,
orElse: () => null);
}
void _setCurrentGame(Game g) {
game = g;
mostRecentGameID = game.gameID;
}
Game _createNewGame(GameType gt) {
return cg.createGame(gt, this.debugMode, isCreator: true);
}
Game _createExistingGame(GameStartData gsd) {
return cg.createGame(stringToGameType(gsd.type), this.debugMode,
gameID: gsd.gameID, playerNumber: gsd.playerNumber);
}
void _quitGame() {
if (game != null) {
game.quit();
game = null;
}
}
CroupierSettings settingsFromPlayerNumber(int playerNumber) {
int userID = userIDFromPlayerNumber(playerNumber);
if (userID != null) {
return settings_everyone[userID];
}
return null;
}
void _updatePlayerFoundCb(String playerKey, String playerNum) {
String gameIDStr = sync_util.gameIDFromGameKey(playerKey);
if (game == null || game.gameID != int.parse(gameIDStr)) {
return; // ignore
}
String playerID = sync_util.playerIDFromPlayerKey(playerKey);
int id = int.parse(playerID);
if (playerNum == null) {
if (!players_found.containsKey(id)) {
// The player exists but has not sat down yet.
players_found[id] = null;
}
} else {
int playerNumber = int.parse(playerNum);
players_found[id] = playerNumber;
// If the player number changed was ours, then set it on our game.
if (id == settings.userID) {
game.playerNumber = playerNumber;
}
}
if (this.informUICb != null) {
this.informUICb();
}
}
void _updateGameStatusCb(String statusKey, String newStatus) {
String gameIDStr = sync_util.gameIDFromGameKey(statusKey);
if (game == null || game.gameID != int.parse(gameIDStr)) {
return; // ignore
}
switch (newStatus) {
case "RUNNING":
if (state == CroupierState.ArrangePlayers) {
game.startGameSignal();
setState(CroupierState.PlayGame, null);
} else if (state == CroupierState.ResumeGame) {
game.startGameSignal();
}
break;
default:
print("Ignoring new status: ${newStatus}");
}
if (this.informUICb != null) {
this.informUICb();
}
}
// Sets the next part of croupier state.
// Depending on the originating state, data can contain extra information that we need.
void setState(CroupierState nextState, var data) {
switch (state) {
case CroupierState.Welcome:
// data should be empty unless nextState is ResumeGame.
if (nextState != CroupierState.ResumeGame) {
assert(data == null);
}
break;
case CroupierState.ChooseGame:
if (data == null) {
// Back button pressed.
break;
}
assert(nextState == CroupierState.ArrangePlayers);
// data should be the game id here.
GameType gt = data as GameType;
_setCurrentGame(_createNewGame(gt));
_advertiseFuture = settings_manager
.createGameSyncgroup(gameTypeToString(gt), game.gameID)
.then((GameStartData gsd) {
if (!game.gameArrangeData.needsArrangement) {
settings_manager.setPlayerNumber(gsd.gameID, 0);
}
// Only the game chooser should be advertising the game.
return settings_manager.advertiseSettings(gsd);
}); // don't wait for this future.
break;
case CroupierState.JoinGame:
// Note that if we were in join game, we must have been scanning.
_scanFuture.then((_) {
settings_manager.stopScanSettings();
games_found.clear();
_scanFuture = null;
});
if (data == null) {
// Back button pressed.
break;
}
// data would probably be the game id again.
GameStartData gsd = data as GameStartData;
gsd.playerNumber = null; // At first, there is no player number.
_setCurrentGame(_createExistingGame(gsd));
String sgName;
games_found.forEach((String name, GameStartData g) {
if (g == gsd) {
sgName = name;
}
});
assert(sgName != null);
players_found[gsd.ownerID] = null;
settings_manager.joinGameSyncgroup(sgName, gsd.gameID).then((_) {
if (!game.gameArrangeData.needsArrangement) {
settings_manager.setPlayerNumber(gsd.gameID, 0);
}
});
break;
case CroupierState.ArrangePlayers:
// Note that if we were arranging players, we might have been advertising.
if (_advertiseFuture != null) {
_advertiseFuture.then((_) {
settings_manager.stopAdvertiseSettings();
_advertiseFuture = null;
});
}
// The signal to start or quit is not anything special.
// data should be empty.
assert(data == null);
break;
case CroupierState.PlayGame:
break;
case CroupierState.ResumeGame:
// Data might be GameStartData. If so, then we must advertise it.
GameStartData gsd = data;
if (gsd != null) {
_advertiseFuture = settings_manager.advertiseSettings(gsd);
}
break;
default:
assert(false);
}
// A simplified way of clearing out the games and players found.
// They will need to be re-discovered in the future.
switch (nextState) {
case CroupierState.Welcome:
games_found.clear();
players_found.clear();
_quitGame();
break;
case CroupierState.JoinGame:
// Start scanning for games since that's what's next for you.
_scanFuture =
settings_manager.scanSettings(); // don't wait for this future.
break;
case CroupierState.ResumeGame:
// We need to create the game again.
int gameIDData = data;
_resumeGameAsynchronously(gameIDData);
break;
default:
break;
}
state = nextState;
}
// Resumes the game from the given gameID.
Future _resumeGameAsynchronously(int gameIDData) async {
GameStartData gsd = await settings_manager.getGameStartData(gameIDData);
bool wasOwner = (gsd.ownerID == settings?.userID);
print(
"The game was ${gsd.toJSONString()}, and was I the owner? ${wasOwner}");
_setCurrentGame(_createExistingGame(gsd));
String sgName = await settings_manager.getGameSyncgroup(gameIDData);
print("The sg name was ${sgName}");
await settings_manager.joinGameSyncgroup(sgName, gameIDData);
// Since initial scan processing is done, we can now set isCreator
game.isCreator = wasOwner;
String gameStatus = await settings_manager.getGameStatus(gameIDData);
print("The game's status was ${gameStatus}");
// Depending on the game state, we should go to a different screen.
switch (gameStatus) {
case "RUNNING":
// The game is running, so let's play it!
setState(CroupierState.PlayGame, null);
break;
default:
// We are still arranging players, so we need to advertise our game
// start data.
setState(CroupierState.ArrangePlayers, gsd);
break;
}
// And we can ask the UI to redraw
if (this.informUICb != null) {
this.informUICb();
}
}
}